/// <summary> /// 获取服务器上的一些数据 /// </summary> void GetServerInfo() { if (StaticData.playerInfoData.favorableData.Count <= 0)//如果本地没有数据就请求并记录本地 只请求一次 { //默认值(配置表里的数据) foreach (var item in StaticData.configExcel.HallRole) { if (!item.isImpulseRole) { continue; //如果不是心动时刻的角色就下一个 } Favorable favorable = new Favorable(); favorable.NPCId = item.ID; favorable.NpcSetPainting = item.SetPainting; favorable.headPortrait = item.HeadPortraitImage; favorableList.Add(favorable); } CSEmptyFavorableInfo cSEmptyFavorableInfo = new CSEmptyFavorableInfo(); //bool receive = false;等待返回 ProtocalManager.Instance().SendCSEmptyFavorableInfo(cSEmptyFavorableInfo, (SCFavorableInfo FavorableInfo) => { Init(FavorableInfo); StaticData.playerInfoData.favorableData = favorableList;//数据保存到本地 }, (ErrorInfo e) => { Debug.Log("请求失败"); }); //await UniTask.WaitUntil(()=>receive==true); } else { Debug.Log("本地已缓存好感数据"); favorableList = StaticData.playerInfoData.favorableData; impulesMainView.OpenView(favorableList); } //JoinViewRefreshGift(); }