public void CommandGetCombatEffectivenessRank(int netId, OccupationType ocp) { E_Character charObj = EM_Character.s_instance.GetCharacterByNetworkId(netId); if (charObj == null) { return; } var topCombatEfctRnkCharInfoList = EM_Rank.s_instance.GetTopCombatEfctRnkCharIdAndCombatEfctList(ocp, 10); var topCombatEfctRnkList = new List <NO_FightCapacityRankInfo> (topCombatEfctRnkCharInfoList.Count); for (int i = 0; i < topCombatEfctRnkCharInfoList.Count; i++) { var charInfo = topCombatEfctRnkCharInfoList[i]; topCombatEfctRnkList.Add(new NO_FightCapacityRankInfo(charInfo.m_charId, charInfo.m_name, charInfo.m_level, (short)i, charInfo.m_combatEfct, "无", (byte)charInfo.m_ocp)); } var myCombatEfctAndRank = EM_Rank.s_instance.GetCombatEfctAndRank(ocp, charObj.m_characterId, charObj.m_Occupation); m_networkService.SendServerCommand(SC_ApplyShowFightCapacityRank.Instance(netId, topCombatEfctRnkList, myCombatEfctAndRank.Item1, (short)myCombatEfctAndRank.Item2)); }
public void CommandApplyDistributePoints(int netId, short str, short intl, short agl, short spr) { E_Character charObj = EM_Character.s_instance.GetCharacterByNetworkId(netId); if (charObj == null) { return; } charObj.DistributePoints(str, intl, agl, spr); // 角色加点后, 具体属性变化 this.MainPointToConAttr(charObj); // 战斗力变化 GL_CharacterCombatEfct.s_instance.NotifyCombatEffectivenessChange(charObj); // dds 与 client EM_Character.s_instance.SaveCharacterAttribute(charObj); m_networkService.SendServerCommand(SC_ApplySelfMainAttribute.Instance( netId, charObj.m_strength, charObj.m_intelligence, charObj.m_agility, charObj.m_spirit)); }
public void CommandApplyAttachTitle(int netId, short misId) { E_Character charObj = EM_Character.s_instance.GetCharacterByNetworkId(netId); if (charObj == null) { return; } IReadOnlyList <(ActorUnitConcreteAttributeType, int)> titleAttr, oriTitleAttr; if (EM_Mission.s_instance.AttachTitle(netId, misId, out titleAttr, out oriTitleAttr)) { if (oriTitleAttr != null) { GL_CharacterAttribute.s_instance.NotifyConcreteAttributeMinus(charObj, oriTitleAttr); } GL_CharacterAttribute.s_instance.NotifyConcreteAttributeAdd(charObj, titleAttr); m_networkService.SendServerCommand(SC_ApplyAllAttachTitle.Instance(EM_Sight.s_instance.GetInSightCharacterNetworkId(netId, true), netId, misId)); } else { GL_Chat.s_instance.NotifyBuyItemBagFullSendMessage(netId); } }
public void NotifyCombatEffectivenessChange(E_Character charObj) { EM_Rank.s_instance.UpdateCharCombatEfct(charObj.m_characterId, charObj.m_Occupation, charObj.m_name, charObj.m_Level, charObj.m_Attack, charObj.m_Magic, charObj.m_MaxHp, charObj.m_MaxMp, charObj.m_Defence, charObj.m_agility, charObj.m_CriticalRate, charObj.m_CriticalBonus, charObj.m_HitRate, charObj.m_DodgeRate); }
public void NotifyRemoveCharacter(E_Character charObj) { EM_Rank.s_instance.RemoveCharacter(charObj); }
public void NotifyInitCharacter(E_Character charObj) { NotifyCombatEffectivenessChange(charObj); }
public void NotifyConcreteAttributeAdd(E_Character charObj, IReadOnlyList <(ActorUnitConcreteAttributeType, int)> attrList)
public void NotifyInitCharacter(E_Character charObj) { EM_Sight.s_instance.InitCharacter(charObj); }