using UnityEngine; using System.Collections; using System.Collections.Generic; using Sfs2X.Entities.Data; public class ReadyHandler : BAHandler { public ReadyHandler(BARoom room):base(room){} public override void HandleRequest (BAServer server, ISFSObject msg, int sender, int timeStamp) { ISFSObject data = msg.GetSFSObject (Message.LABEL_DATA); if(room is BaseRoom) { data.PutInt ("t", 100000); data.PutInt ("f", 100000); data.PutSFSArray ("l", new SFSArray()); data.PutSFSArray ("a", new SFSArray()); data.PutInt ("r", sender); server.RoomHandleResponse (msg); if(room.IsMyUserId(sender)) { BaseRoom baseRoom = room as BaseRoom; baseRoom.InitBaseUsers(); } } else if (data.ContainsKey ("r")) { server.RoomHandleResponse (msg); } else { if(room.IsHost()) { data.PutInt ("t", room.roundTime - room.GetGameTime ()); data.PutInt ("f", room.GetFreeTime ()); data.PutSFSArray ("l", room.GetRoomBuildingData ()); data.PutSFSArray ("a", room.GetRoomUserData ()); data.PutInt ("r", sender); server.Send (msg); } } } }