public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! GCLogin login = packet as GCLogin; if (login == null) { Debug.LogError("消息错误!"); } Game.DataManager.InitAccount(login.AccountData); if (login.Result < 0) { Messenger.Broadcast(MessageId.UI_LOGIN_FAILED); } if (login.Result == 0) { Messenger.Broadcast(MessageId.UI_GAME_CREATE_CHARACTER); } if (login.Result == 1) { CGSignIn data = new CGSignIn(); data.UserId = 1; Game.NetworkManager.SendToLobby(MessageId_Send.CGSignIn, data); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGSignIn data = packet as CGSignIn; //处理完数据和逻辑后,发送消息通知客户端 GCSignIn userData = new GCSignIn(); userData.Uid = data.UserId; userData.AccountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); if (userData.AccountData == null) { UnityEngine.Debug.LogError("没有创建账号!"); return; } userData.PlayerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); if (userData.PlayerData == null) { UnityEngine.Debug.LogError("没有创建角色!"); return; } userData.PlayerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); if (userData.PlayerDetailData == null) { UnityEngine.Debug.LogError("没有创建角色详细信息!"); return; } SendToClient(MessageId_Receive.GCSignIn, userData); }