Beispiel #1
0
    public MainPlayer(ActorType type, int id, int staticID, CSItemGuid guid)
        : base(type, id, staticID, guid)
    {
        ItemBag = new CSItemBag();

        m_player.Owner     = this;
        m_autoPlayer.Owner = this;
        SelfAI             = m_player;

        SetPropertyObjectID((int)MVCPropertyID.enMainPlayer);

        Combo = BattleArena.Singleton.Combo;
    }
Beispiel #2
0
    public void OnMsgPlayerData_S2D2C(PacketReader p, object state)
    {
        Debug.Log("OnMsgPlayerData_S2D2C");

        int    operatorType = p.ReadInt32();
        int    feID         = p.ReadInt32();
        uint   accountUID   = p.ReadUInt32();
        string accountName  = p.ReadUTF8(64);
        int    charUID      = p.ReadInt32();
        uint   dataLength   = p.ReadUInt32();
        byte   version      = p.ReadByte();
        int    serilizeType = p.ReadInt32();

        PropertySet      props      = User.Singleton.UserProps;
        CSItemBag        bag        = User.Singleton.ItemBag;
        PlayerFloorInsts floorInsts = User.Singleton.floorInsts;

        //todo test Data
        //CardBag.Singleton.GetTestCard();
        User.Singleton.Guid = charUID;
        if ((serilizeType & (int)ENSerilizeType.enSerilizeProps) > 0)
        {
            props.Deserialize(p);
        }
        if ((serilizeType & (int)ENSerilizeType.enSerilizeItemBag) > 0)
        {
            bag.Deserialize(p);
        }
        if ((serilizeType & (int)ENSerilizeType.enSerilizeFloorInsts) > 0)
        {
            floorInsts.Deserialize(p);
        }
        User.Singleton.OnServerProps();
        UnityEngine.Debug.Log("count = " + bag.GetItemCount());

        //MiniServer.Singleton.req_battleHelperList();

        // 记录数据
        User.Singleton.RecordData();
    }