private void OnAck_GetRoleList(MessageRecv obj) { System.IO.MemoryStream ms = new System.IO.MemoryStream(obj.Data); RoleListAck ack = Serializer.Deserialize <RoleListAck>(ms); for (int i = 0; i < ack.RoleList.Count; i++) { RoleItem item = ack.RoleList[i]; XCharacter data = new XCharacter(); data.Id = item.RoleType; data.GUID = item.ID; data.Level = item.Level; data.Name = item.Name; DataDBSRole.Update(data.Id, data); } GTLauncher.Instance.LoadScene(GTSceneKey.SCENE_Role); }
private void OnAck_GetRoleList(MessageRecv obj) { System.IO.MemoryStream ms = new System.IO.MemoryStream(obj.Data); RoleListAck ack = Serializer.Deserialize <RoleListAck>(ms); if (GTItemHelper.ShowNetworkError(ack.RetCode) == false) { return; } for (int i = 0; i < ack.RoleList.Count; i++) { RoleItem item = ack.RoleList[i]; XCharacter data = new XCharacter(); data.Carrer = item.Carrer; data.Id = ReadCfgRole.GetDataById(item.Carrer).ActorID; data.GUID = item.RoleID; data.Level = item.Level; data.Name = item.Name; data.Type = (int)EActorType.PLAYER; data.Camp = (int)EBattleCamp.CT_PVE_PLAYER; DataDBSCharacter.Update(data.Carrer, data); } GTLauncher.Instance.LoadScene(GTCopyKey.SCENE_Role); }