Actionscript 3 AdobeAIR原生扩展游戏套件,由Vitapoly提供。如何接受邀请?

Actionscript 3 AdobeAIR原生扩展游戏套件,由Vitapoly提供。如何接受邀请?,actionscript-3,air,game-center,air-native-extension,Actionscript 3,Air,Game Center,Air Native Extension,我正在尝试制作实时游戏。当玩家接受邀请时,realTimeMatchesController将发送一个INVITE\u ACCEPTED\u事件。但是realTimeMatchesController.currentMatch为空。和MATCH\u MAKER\u发现\u MATCH\u事件事件未分派。所以游戏就停留在这一点上 如何在发送INVITE_ACCEPTED_事件时创建匹配 下面是示例代码 public function GameCenter() { if (!GameKit.is

我正在尝试制作实时游戏。当玩家接受邀请时,realTimeMatchesController将发送一个INVITE\u ACCEPTED\u事件。但是realTimeMatchesController.currentMatch为空。和MATCH\u MAKER\u发现\u MATCH\u事件事件未分派。所以游戏就停留在这一点上

如何在发送INVITE_ACCEPTED_事件时创建匹配

下面是示例代码

public function GameCenter()
 {
 if (!GameKit.isSupported)
 {
 return;
 }

_gamekit = GameKit.instance;

_gamekit.addEventListener(GameKit.LOCAL_PLAYER_AUTHENTICATED_EVENT, localPlayerAuthenticated);
 _gamekit.addEventListener(GameKit.LOCAL_PLAYER_NOT_AUTHENTICATED_EVENT, localPlayerNotAuthenticated);

_gamekit.authenticateLocalPlayer();

_gamekit.realTimeMatchesController.addEventListener(RealTimeMatchesController.INVITE_PLAYERS_EVENT, invitePlayersHandler);

_gamekit.realTimeMatchesController.addEventListener(RealTimeMatchesController.INVITE_ACCEPTED_EVENT, inviteAcceptedHandler);

_gamekit.realTimeMatchesController.init();

_gamekit.realTimeMatchesController.addEventListener(RealTimeMatchesController.MATCH_MAKER_CANCELLED_EVENT, matchMakerCancelled);

_gamekit.realTimeMatchesController.addEventListener(RealTimeMatchesController.MATCH_MAKER_FAILED_EVENT, matchMakerFailed);

_gamekit.realTimeMatchesController.addEventListener(RealTimeMatchesController.MATCH_MAKER_FOUND_MATCH_EVENT, matchMakerFoundMatch);

}

// inviter create the match
public function createMatch():void{
 _gamekit.realTimeMatchesController.startMatch(minPlayers, maxPlayers, playerGroup);
}

private function inviteAcceptedHandler(e:InviteAcceptedEvent):void
 {
 // how to start a match here?
 }

 private function matchMakerFoundMatch(e:MatchEvent):void
 {
 // save the match
  _currentMatch = e.realTimeMatch;
 _currentMatch.addEventListener(RealTimeMatch.RECEIVED_DATA_EVENT, dataReceivedHandler);
 if (_currentMatch.expectedPlayerCount == 0)
 {
  startGame();
 }
 }