void PrivateShop_Owner_ItemList( byte[] _packet)
	{
		body1_SC_PRIVATESHOP_OWNER_ITEMLIST list = new body1_SC_PRIVATESHOP_OWNER_ITEMLIST();
		list.PacketBytesToClass( _packet);

		AsPStoreManager.Instance.Recv_Owner_ItemList( list);
	}
Beispiel #2
0
	public void Recv_Owner_ItemList(body1_SC_PRIVATESHOP_OWNER_ITEMLIST _list)
	{
		m_StoreState = ePStoreState.User_Opening;
		
		//must be added
//		m_PStoreItemUsedSlot = _list.
	
		m_dicPlayerShopItem.Clear();
		foreach(body2_SC_PRIVATESHOP_OWNER_ITEMLIST item in _list.body)
		{
			m_dicPlayerShopItem.Add(item.nPrivateShopSlot, item);
			ItemMgr.HadItemManagement.Inven.SetSlotMoveLock(item.nInvenSlot, true);
		}
	
		Debug.Log("AsPStoreManager::Recv_Owner_ItemList: state = " + m_StoreState);
		bool shop = AsUserInfo.Instance.GetCurrentUserEntity().GetProperty<bool>(eComponentProperty.SHOP_OPENING);
		if(shop == false)
			Debug.LogError("AsPStoreManager::Recv_Owner_ItemList: shop opening data is not set, but Owner_ItemList is send. check server routine.");
		
		if( AsHudDlgMgr.Instance.IsOpenInven )
			AsHudDlgMgr.Instance.invenDlg.ApplySlotMoveLock();
		
//		if(AsHudDlgMgr.Instance.IsOpenPStore == true)
//		{
//			LockRegisteredShopItem();
//		}
	}