public void ReqRename(MsgPack pack) { ReqRename data = (ReqRename)pack.msg; SCPacketBase msg = new RspRename(); if (cacheSvc.IsNameExist(data.Name)) { //名字是否已经存在 //存在:返回错误码 msg.error = (int)ErrorCode.NameIsExist; } else { //不存在:更新缓存,以及数据库,再返回给客户端 PlayerData playerData = cacheSvc.GetPlayerDataBySession(pack.session); playerData.Name = data.Name; if (!cacheSvc.UpdatePlayerData(playerData.Id, playerData)) { msg.error = (int)ErrorCode.UpdateDBError; } else { msg = new RspRename { Name = data.Name }; } } pack.session.SendMsg(msg); }
public void RspRename(NetMsg msg) { RspRename rspData = msg.RspRename; mGameRoot.mCreateWnd.SetWndState(false); MainCitySys.Instance.EnterMainCity(); Debug.Log("RspRename : " + msg.RspRename.name); }
public void RspRename(GameMsg msg) { RspRename data = msg.val as RspRename; GameRoot.Instance.SetPlayerName(data.name); //关闭创建界面 createWnd.SetWndState(false); //跳转场景进入主城 MainCitySys.Instance.EnterMainCity(); }
private void RspRename(object sender, GameEventArgs e) { OnReceiveSCPacketBaseEventArgs ne = e as OnReceiveSCPacketBaseEventArgs; if (ne.msgID != CMD.RspRename) { return; } RspRename rspRename = (RspRename)ne.scPacketBase; PECommon.SetPlayerName(rspRename.Name); //跳转场景进入主城 m_procedureOwner.SetData <VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.SceneMainCity); ChangeState <ProcedureChangeScene>(m_procedureOwner); //关闭创建界面 GameEntry.UI.CloseUIForm(UIFormId.CreateForm); }