public uint Execute(PacketDistributed ipacket)
        {
            GC_LOGIN_RET packet = (GC_LOGIN_RET)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic

            UnityEngine.Debug.Log("packet.Result : " + packet.Result);
            switch (packet.Result)
            {
            case 1:
                SetProxy(packet);
                EventManager.GetInstance().SendEvent(EventId.PlayerProxyUpdate, null);
                break;

            case 3:
                LogModule.ErrorLog("壮哥,3了!");
                break;

            case 8:
                CG_CREATEROLE p       = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE);
                Random        ran     = new Random();
                int           RandKey = ran.Next(1, 999);
                p.SetName("TestRole" + RandKey);
                p.SetGender(0);
                p.SendPacket();
                break;
            }

            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Ejemplo n.º 2
0
    //发送创建角色请求
    public void SendCGCreateRole(string account, string password)
    {
        CG_CREATEROLE packet = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE);

        packet.SetName(account);
        packet.SetGender(1);
        packet.SendPacket();
    }
    //发送创建角色请求
    public void SendCGCreateRole()
    {
        CG_CREATEROLE packet = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE);

        packet.SetName(values [0].text);
        packet.SetGender(int.Parse(values [1].text));
        packet.SendPacket();
    }
Ejemplo n.º 4
0
    void SendCreateRole()
    {
        if (m_CurRoleIndex == 2)
        {
            GUIData.AddNotifyData("#{10012}");
            return;
        }
        int nChooseRole = GetRealProfessionID(m_ChooseIndex);

        if (nChooseRole < 0)
        {
            MessageBoxLogic.OpenOKBox(10012, 1000);
            return;
        }
        // 播放过场动画需要职业信息,用于切换过场动画中的模型
        GameManager.gameManager.PlayerDataPool.EnterSceneCache.Profession = nChooseRole;

        PlatformHelper.SendUserAction(UserBehaviorDefine.RoleCreate_Enter);
        // 在这里记录有问题,应该确定发送成功,才能加入
        m_bBeginHeartBeat = true;

        GC_CREATEROLE_RETHandler.retCreateRoleFail = RetCreateRoleFail;
        CG_CREATEROLE createRolePacket = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE);

        //createRolePacket.SetType(professionIndex[m_ChooseIndex]);
        createRolePacket.SetType(nChooseRole);
        createRolePacket.SetName(m_InputName.value);
        createRolePacket.SendPacket();
        MessageBoxLogic.OpenWaitBox(1014, GameDefines.CONNECT_TIMEOUT, GameDefines.CONNECT_WAIT_DELAY, NetManager.OnWaitPacketTimeOut);
        if (!GameManager.gameManager.OnLineState)
        {
            //LoginUILogic.Instance().EnterGame();
        }

        //app评价功能,到这儿算客户端登陆一次
        PlayerPreferenceData.ClientLoginCount  = PlayerPreferenceData.ClientLoginCount + 1;
        PlayerPreferenceData.ClientClickReview = 0;
    }