93 lines
2.6 KiB
Lua
93 lines
2.6 KiB
Lua
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---创建房间View对象
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local GameListView = import(".GameListView")
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local CreateRoomView = {}
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local M = CreateRoomView
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function CreateRoomView.new(index)
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setmetatable(M, {__index = BaseWindow})
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local self = setmetatable({}, {__index = M})
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self.class = "CreateRoomView"
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self._animation = false
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self._full = true
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self._full_offset = false
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self._modeMap = {}
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self.selectedIndex = index
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self._close_destroy = true
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self._put_map = false
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self._new_hide = false
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self._queue = false
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self:init("ui://Lobby/Win_CreateRoom")
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return self
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end
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function M:init(url)
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BaseWindow.init(self,url)
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self.gl_view = GameListView.new(self._view,self.selectedIndex,nil,function(mode_data)
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self:OnCreateRoom(mode_data)
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end,true)
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--self.gl_view.IsHallGame=true
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end
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function M:OnCreateRoom(mode_data)
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if mode_data.type == 0 then
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local mode = mode_data.data
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--点击建房按钮后保存当前游戏的config
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local _data = mode:SelectedConfigData()
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--pt(_data)
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if not _data["stamina"] then _data["stamina"] = 0 end
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local user_id = DataManager.SelfUser.account_id
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local config_data = {}
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local game_id = mode.game_data.game_id
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config_data["game_id"] = game_id
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config_data["version"] = mode.game_data.version
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config_data["config"] = _data
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Utils.SaveLocalFile(user_id, json.encode(config_data))
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local loddyCtr = ControllerManager.GetController(LoddyController)
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-- 对强制开启gps的玩法进行判断
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if not DataManager.SelfUser.location then
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DataManager.SelfUser.location = Location.new()
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end
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if _data["GPSDetection"] and _data["GPSDetection"] > 0 and DataManager.SelfUser.location:Location2String() == "" then
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-- if DataManager.SelfUser.location:Location2String() == "" then
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ViewUtil.ErrorTip(nil, "正在获取GPS定位,请稍候重试。")
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get_gps()
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return
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end
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ViewUtil.ShowModalWait(self._root_view,"正在创建房间...")
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loddyCtr:CreateRoom(game_id,_data, function (res)
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self:__OnCreateRoomAction(res)
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end)
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end
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end
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function M:__OnCreateRoomAction(response)
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ViewUtil.CloseModalWait()
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if (response.ReturnCode == -2) then
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return
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end
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if (response.ReturnCode ~= 0) then
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ViewUtil.ErrorTip(response.ReturnCode,"创建房间失败")
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return
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end
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self:Destroy()
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if self.onCeateRoom then self.onCeateRoom() end
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end
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function M:Destroy()
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self.gl_view:Destroy()
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BaseWindow.Destroy(self)
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end
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return M
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