public EquipmentRes Reg(EquipmentReg Ereg) { var retItem = new EquipmentRes(); using (var context = WDbContext()) { //首先查询数据库中是否存在 string strSql = "select MEID,MECode,LoginID,States from MeterEquipment where MECode=@MECode"; var retItems = context.Sql(strSql) .Parameter("MECode", Ereg.MECode) .QueryMany <EquipmentItem>(); if (retItems == null || retItems.Count == 0) { //插入CODE记录 strSql = " INSERT INTO MeterEquipment (MECode) VALUES (@MECode)"; context.Sql(strSql) .Parameter("MECode", Ereg.MECode).Execute(); retItem = new EquipmentRes(); retItem.isErrMsg = false; retItem.errMsg = ""; return(retItem); } else { if (retItems.Count == 1) { if (retItems[0].LoginID == null || retItems[0].States != 0) { retItem.isErrMsg = true; retItem.errMsg = "该设备暂不可用"; retItem.errMsgNo = 1; return(retItem); } } else { retItems = retItems.Where(c => c.States == 0 && c.LoginID != null).ToList(); } } if (retItems == null || retItems.Count == 0) { retItem.isErrMsg = true; retItem.errMsg = "没有查询到数据"; retItem.errMsgNo = 1; } retItem.equipmentItems = retItems; return(retItem); } }
/// <summary> /// 初始化角色的插槽附件 /// </summary> /// <returns><c>true</c>, if role slot attachment info was inited, <c>false</c> otherwise.</returns> public System.Collections.IEnumerator InitRoleEquipment(RoleAnaimationData animationData, SkeletonAnimation skeletonAnim, RoleEquipmentData tempData, CombineTextureData combineTextureData, Dictionary <int, List <string> > TempSlotAttachmentDic, List <Texture2D> destoryTextureList, Action <bool> setRoleStatus, Action <string> failCallBack, bool isTP) { if (skeletonAnim == null) { if (null != failCallBack) { failCallBack.Invoke("<-初始化角色的插槽和附件信息失败->"); } yield break; } System.DateTime time1 = System.DateTime.Now; for (int i = 0; i < tempData.RoleEquipmentItems.Count; i++) { // if(tempData.RoleEquipmentItems[i].EquipmentType == RoleEquipmentType.RoleHat || tempData.RoleEquipmentItems[i].EquipmentType == RoleEquipmentType.RoleGlasses) // continue; EquipmentRes res = SpineChangeDataLogic.Instance.GetRoleEquipmentObject(tempData.RoleEquipmentItems[i], null); while (!res.isDone) { yield return(null); } combineTextureData.changeRoleCoroutine = GameManager.Instance.StartCoroutine(Change(animationData, skeletonAnim, combineTextureData, TempSlotAttachmentDic, res.GetRes(), isTP, destoryTextureList, setRoleStatus, failCallBack, true)); yield return(combineTextureData.changeRoleCoroutine); } System.DateTime time2 = System.DateTime.Now; if (null != GameObject.FindObjectOfType <ChangeTest> ()) { GameObject.FindObjectOfType <ChangeTest> ().text.text += "创建角色并初始化用时:" + (time2 - time1).TotalMilliseconds + "\n"; } if (null != roleObject) { setRoleStatus.Invoke(true); } if (isTP) { //需要合图集 UpdateRoleEquipment(skeletonAnim, combineTextureData); } else { DestroyResources(combineTextureData); } }