我正在使用自定义类来存储用户特定的信息类如下:
using UnityEngine;
using System.Collections;
public class RoomPlayerInfo {
private int minutes;
private int seconds;
private int miliSecond;
private string userName;
public int Minutes{
get{ return minutes; }
set{ minutes = value;}
}
public int Seconds{
get{ return seconds; }
set{ seconds = value; }
}
public string UserName{
get{ return userName; }
set{ userName = value; }
}
public int MiliSecond{
get{ return miliSecond;}
set{ miliSecond = value;}
}
}
我在运行时在列表中添加用户:
private List<RoomPlayerInfo> listRoomPlayerInfo = new List<RoomPlayerInfo> ();
RoomPlayerInfo rPI = new RoomPlayerInfo ();
rPI.Minutes = diff.Minutes;
rPI.Seconds = diff.Seconds;
rPI.MiliSecond = diff.Milliseconds;
rPI.UserName = sfs.MySelf.Name;
listRoomPlayerInfo.Add (rPI);
当我要在运行时删除一个播放器时,它只会删除每个设备上的 currentPlayer,意味着在每个设备上删除此类设备自己的播放器,但我要删除在游戏中花费最多时间的播放器..我怎么能完成我的工作???
void RemovePlayer()
{
int i = 0;
int removePlayerIndex = 0;
if (listRoomPlayerInfo != null) {
string playerID = listRoomPlayerInfo [i].UserName;
for (; i < listRoomPlayerInfo.Count -1; i++) {
if (listRoomPlayerInfo [i + 1].Minutes >= listRoomPlayerInfo [i].Minutes && listRoomPlayerInfo [i + 1].Seconds > listRoomPlayerInfo [i].Seconds && listRoomPlayerInfo[i+1].MiliSecond > listRoomPlayerInfo[i].MiliSecond) {
playerID = listRoomPlayerInfo [i + 1].UserName;
removePlayerIndex = i + 1;
}
}
removeUserName.text = playerID + " Remove from room...";
listRoomPlayerInfo.Remove (listRoomPlayerInfo [removePlayerIndex]);
}
}