public static void UpdateChallengeReward(GC_CHALLENGE_REWARD data) { Obj_MainPlayer mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; if (mainPlayer != null && data.IsLose > 0) { // int nPlayerMaxHP = mainPlayer.BaseAttr.MaxHP; /*if (PlayerFrameLogic.Instance() != null && //TT8816 * GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_WUDAOZHIDIAN) * { * PlayerFrameLogic.Instance().ChangeHP(0, nPlayerMaxHP); * }*/ } // TT7092 // if (data.IsLose != 1) ChallengeAutoShow = false; /*if (GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_WUDAOZHIDIAN) * { * if (false == GameManager.gameManager.MissionManager.IsHaveMission(38)) * { * ChallengeAutoShow = true; * } * }*/ ChallengeIsLose = data.IsLose; ChallengeSpirit = data.SpiritVal; ChallengeReputation = 0; if (data.HasReputationVal) { ChallengeReputation = data.ReputationVal; } //TT 4438 从竞技场退出后应该主动打开竞技场界面 if (GameManager.gameManager.ActiveScene.IsCopyScene() == false) //不是副本 { ActiveShowChallengeUI(); } else { ActivityController.RequireOpenPVPTab(); if (ChallengeIsLose == 0) { //胜利 ChallengeRewardLogic.ShowRewardUI((int)ChallegeRewardUIType.Challenge); } else { //失败 UIManager.ShowUI(UIInfo.FailRoot); } } //TT 4436 新需求 从竞技场中主动退出 在回到主场景时不再弹出竞技场结算界面 //ChallengeRewardLogic.ShowRewardUI((int)ChallegeRewardUIType.Challenge); }
public uint Execute(PacketDistributed ipacket) { GC_CHALLENGE_REWARD packet = (GC_CHALLENGE_REWARD )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic PVPData.UpdateChallengeReward(packet); return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }