Beispiel #1
0
 private void buttonEnterRandomStage_Click(object sender, EventArgs e)
 {
     UnityGMClient.CClientCore.Singleton.SendMsgSceneSystemGC2GMReqEnterRandomStage(m_para1, delegate(UnityGMClient.EEnterSceneResult result, UnityGMClient.CStageMonster stageMonster)
     {
         textBoxShow.Text += "================================================\r\n";
         string strResult  = string.Format("进入随机关卡:[{0}]", result);
         textBoxShow.Text  = textBoxShow.Text + strResult + "\r\n";
         foreach (UnityGMClient.CStageUnitMonster unit in stageMonster.m_stageUnitMonster)
         {
             foreach (UnityGMClient.CMonsterBatch batch in unit.m_monsterBatches)
             {
                 foreach (UnityGMClient.CMonster monster in batch.m_randomMonster)
                 {
                     string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                     textBoxShow.Text += strMonster;
                     foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                     {
                         string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                     }
                 }
                 foreach (UnityGMClient.CMonster monster in batch.m_certainlyMonster)
                 {
                     string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                     textBoxShow.Text += strMonster;
                     foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                     {
                         string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                         textBoxShow.Text   += strPrizeItem;
                     }
                 }
                 if (batch.m_boss != null)
                 {
                     UnityGMClient.CMonster monster = batch.m_boss;
                     string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                     textBoxShow.Text += strMonster;
                     foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                     {
                         string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                         textBoxShow.Text   += strPrizeItem;
                     }
                 }
             }
         }
     });
 }
Beispiel #2
0
 private void buttonEnterStage_Click(object sender, EventArgs e)
 {
     try
     {
         UnityGMClient.SRoleKey helperKey;
         //helperKey.m_accountID = 10000001;
         //helperKey.m_zoneID = 22;
         //helperKey.m_roleIndex = 3;
         helperKey.m_accountID = 0;
         helperKey.m_zoneID    = 0;
         helperKey.m_roleIndex = 0;
         UInt32 instanceTPID = UInt32.Parse(textBoxInstanceID.Text);
         UInt32 stageIndex   = UInt32.Parse(textBoxStageIndex.Text);
         UnityGMClient.CClientCore.Singleton.SendMsgSceneSystemGC2GMReqEnterStage(instanceTPID, (UInt16)stageIndex, helperKey, delegate(UnityGMClient.EEnterSceneResult result,
                                                                                                                                        UnityGMClient.CBattleRoleData helperData, UnityGMClient.CStageMonster stageMonster)
         {
             textBoxShow.Text += "================================================\r\n";
             string strResult  = string.Format("enter stage ack result[{0}]", result);
             textBoxShow.Text  = textBoxShow.Text + strResult + "\r\n";
             UnityUtility.CTrace.Singleton.trace(strResult);
             foreach (UnityGMClient.CStageUnitMonster unit in stageMonster.m_stageUnitMonster)
             {
                 foreach (UnityGMClient.CMonsterBatch batch in unit.m_monsterBatches)
                 {
                     foreach (UnityGMClient.CMonster monster in batch.m_randomMonster)
                     {
                         string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                         textBoxShow.Text += strMonster;
                         foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                         {
                             string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                         }
                     }
                     foreach (UnityGMClient.CMonster monster in batch.m_certainlyMonster)
                     {
                         string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                         textBoxShow.Text += strMonster;
                         foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                         {
                             string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                             textBoxShow.Text   += strPrizeItem;
                         }
                     }
                     if (batch.m_boss != null)
                     {
                         UnityGMClient.CMonster monster = batch.m_boss;
                         string strMonster = string.Format("随机掉落怪:index[{0}] type[{1}]\r\n", monster.m_index, monster.m_type);
                         textBoxShow.Text += strMonster;
                         foreach (UnityGMClient.CPrizeItem prizeItem in monster.m_listDropItems)
                         {
                             string strPrizeItem = string.Format("物品ID[{0}] 物品数量[{1}]\r\n", prizeItem.m_ItemTPID, prizeItem.m_ItemCount);
                             textBoxShow.Text   += strPrizeItem;
                         }
                     }
                 }
             }
         }
                                                                                  );
     }
     catch (System.Exception)
     {
     }
 }