Beispiel #1
0
        private void CbUpgradeLevel(UnityGMClient.EUPGRADELEVELResult retCode, UnityGMClient.CEquipItem equip)
        {
            string lg = "[CbUpgradeLevel][retCode=" + retCode.ToString() + "]";

            Log(lg);
            switch (retCode)
            {
            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_SUCCESS:
            {
                GC.CHelper.showMsg("强化装备成功!");
            }
            break;

            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_EQUIP_NOT_EXIST:
            {
                GC.CHelper.showMsg("装备不存在!");
            }
            break;

            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_GOLD_LIMIT:
            {
                GC.CHelper.showMsg("金币不足!");
            }
            break;

            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_LEVEL_LIMIT:
            {
                GC.CHelper.showMsg("达到强化等级上限!");
            }
            break;

            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_METARIAL_LIMIT:
            {
                GC.CHelper.showMsg("材料不足!");
            }
            break;

            case UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_FAIL:
            {
                GC.CHelper.showMsg("强化失败!");
            }
            break;

            default: break;
            }
            if (retCode != UnityGMClient.EUPGRADELEVELResult.EUPGRADELEVEL_RESUlT_SUCCESS)
            {
                return;
            }

            lg = equip.getLogString();
            Log(lg);
        }
Beispiel #2
0
        private void CBChangeGemStatus(UnityGMClient.EGemUpdateStatusResult retCode, UnityGMClient.CEquipItem equipItem)
        {
            string lg = "[CbSaveOperation][retCode=" + retCode.ToString() + "]";

            Log(lg);
            if (retCode != UnityGMClient.EGemUpdateStatusResult.EGEM_UPDATESTATUS_RESULT_SUCCESS)
            {
                return;
            }

            string logs = equipItem.getLogString();

            Log(logs);
        }
Beispiel #3
0
        private void CbGetEquipItem(UnityGMClient.EGetEquipItemResult retCode, UnityGMClient.CEquipItem equipItem)
        {
            string lg = "[CbGetEquipItem][retCode=" + retCode.ToString() + "]";

            Log(lg);
            if (retCode != UnityGMClient.EGetEquipItemResult.EGETEQUIPITEM_RESUlT_SUCCESS)
            {
                return;
            }

            string logs = equipItem.getLogString();

            Log(logs);
        }
Beispiel #4
0
        private void CbResetAttr(UnityGMClient.EResetAttrResult retCode, UnityGMClient.CEquipItem equip)
        {
            string lg = "[CbEquipData][retCode=" + retCode.ToString() + "]";

            Log(lg);
            if (retCode != UnityGMClient.EResetAttrResult.ERESETATTR_RESULT_SUCCESS)
            {
                return;
            }

            string equipData = equip.getLogString();

            Log(equipData);
        }
Beispiel #5
0
        public bool updateEquip(UnityGMClient.CEquipItem a_equipItem)
        {
            for (int i = 0; i < m_equipData.EquipCount; ++i)
            {
                if (a_equipItem.EquipID != m_equipData.EquipList[i].EquipID)
                {
                    continue;
                }

                m_equipData.EquipList[i].EquipID    = a_equipItem.EquipID;
                m_equipData.EquipList[i].EquipLevel = a_equipItem.EquipLevel;
                m_equipData.EquipList[i].EquipTPID  = a_equipItem.EquipTPID;
                m_equipData.EquipList[i].EquipType  = a_equipItem.EquipType;
                for (int j = 0; j < 4; ++j)
                {
                    m_equipData.EquipList[i].updateGem(a_equipItem.GemList);
                }
            }

            return(true);
        }
Beispiel #6
0
        private void CbUpgradeQuality(UnityGMClient.EUpgradeQualityResult retCode, UnityGMClient.CEquipItem equip)
        {
            string lg = "[CbUpgradeQuality][retCode=" + retCode.ToString() + "]";

            Log(lg);
            switch (retCode)
            {
            case UnityGMClient.EUpgradeQualityResult.EUPGRADEQUALITY_RESUlT_SUCCESS:
            {
                GC.CHelper.showMsg("熔炼成功!");
            }
            break;

            case UnityGMClient.EUpgradeQualityResult.EUPGRADEQUALITY_RESUlT_FAIL:
            {
                GC.CHelper.showMsg("熔炼失败!");
            }
            break;

            default: break;
            }
            lg = equip.getLogString();
            Log(lg);
        }
Beispiel #7
0
        private void CBNextAddLevelEquip(UnityGMClient.EGetNextAddLevelEquipResult retCode, UnityGMClient.CEquipItem equip)
        {
            string lg = "[CBNextAddLevelEquip][retCode=" + retCode.ToString() + "]";

            Log(lg);
            if (retCode != UnityGMClient.EGetNextAddLevelEquipResult.EGETEQUIP_RESULT_SUCCESS)
            {
                return;
            }

            string logs = equip.getLogString();

            Log(logs);
        }
Beispiel #8
0
        private void CbUpdateRoleEquipData(UnityGMClient.EUpdateRoleEquipDataResult retCode, UnityGMClient.CEquipItem equipItem)
        {
            string lg = "[CbUpdateRoleEquipData][retCode=" + retCode.ToString() + "][EquipID=" + equipItem.EquipID + "][角色装备更新]\r\n";

            Log(lg);
            if (retCode != UnityGMClient.EUpdateRoleEquipDataResult.EUPDATEEQUIPEDATA_RESUlT_SUCCESS)
            {
                lg = "[CbUpdateRoleEquipData]\r\n";
                Log(lg);
                return;
            }
            updateEquip(equipItem);
        }