diff --git a/Assets/Scripts/Server/NetworkMessageHandler.cs b/Assets/Scripts/Server/NetworkMessageHandler.cs index 2305c2d..2043f40 100644 --- a/Assets/Scripts/Server/NetworkMessageHandler.cs +++ b/Assets/Scripts/Server/NetworkMessageHandler.cs @@ -72,10 +72,15 @@ public class NetworkMessageHandler : MonoBehaviour ServerWorkSceneController.Instance.processStep(2); } } - + if (ServerWorkMessagePanel.Instance) { + ServerWorkMessagePanel.prepareData = null; ServerWorkMessagePanel.Instance.onReceivedData(); + }else + { + //動畫還沒結束,先放到預先準備資料中 + ServerWorkMessagePanel.prepareData = msgObj; } } else diff --git a/Assets/Scripts/Server/ServerWorkMessagePanel.cs b/Assets/Scripts/Server/ServerWorkMessagePanel.cs index bd89d40..c31fed1 100644 --- a/Assets/Scripts/Server/ServerWorkMessagePanel.cs +++ b/Assets/Scripts/Server/ServerWorkMessagePanel.cs @@ -10,6 +10,7 @@ public class ServerWorkMessagePanel : MonoBehaviour public static string workMessage = ""; public static string workPresent = ""; public static int workMessageCount = 0; + public static GameMessageWork prepareData = null; [Header("UI 元件")] public GameObject messageLoadPanel; @@ -46,6 +47,16 @@ public class ServerWorkMessagePanel : MonoBehaviour { replyButton.onClick.AddListener(replyButton_onClicked); } + + //如果有預先準備資料,則使用這資料 + if (prepareData != null) + { + workMessage = prepareData.message; + workMessageType = prepareData.type; + workPresent = prepareData.present; + workMessageCount = prepareData.count; + prepareData = null; + } onReceivedData(); }