public void HandlePacket(GC_SYNC_COPYSCENENUMBER packet)
        {
            for (int i = 0; i < packet.nSceneClassIDCount; i++)
            {
                if (packet.nDayCountCount <= 0)
                {
                    SetCopySceneMultiple(packet.GetNSceneClassID(i), packet.GetNMultiple(i));
                }
                else
                {
                    CopySceneDayNumber info;

                    info.m_nDayCount          = packet.GetNDayCount(i);
                    info.m_ndayTeamCount      = packet.GetNTeamDayCount(i);
                    info.m_nTotalCount1       = packet.GetNTotalCount1(i);
                    info.m_nTotalCount2       = packet.GetNTotalCount2(i);
                    info.m_nTotalCount3       = packet.GetNTotalCount3(i);
                    info.m_nTeamTotalCount1   = packet.GetNTeamTotalCount1(i);
                    info.m_nTeamTotalCount2   = packet.GetNTeamTotalCount2(i);
                    info.m_nTeamTotalCount3   = packet.GetNTeamTotalCount3(i);
                    info.m_nMultiple          = packet.GetNMultiple(i);
                    info.m_nResetCount        = packet.GetNDayResetCount(i);
                    info.m_nResetTeamCount    = packet.GetNTeamDayResetCount(i);
                    info.m_nExtraDayCount     = 0;
                    info.m_nExtradayTeamCount = 0;
                    SetCopySceneNumber(packet.GetNSceneClassID(i), info);
                }
            }
        }
Beispiel #2
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_SYNC_COPYSCENENUMBER packet = (GC_SYNC_COPYSCENENUMBER )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            GameManager.gameManager.PlayerDataPool.CommonData.HandlePacket(packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }