private void OnReq_RoleLogin(MessageRecv obj) { System.IO.MemoryStream ms = new System.IO.MemoryStream(obj.Data); RoleLoginReq req = Serializer.Deserialize <RoleLoginReq>(ms); foreach (var current in DataDBSCharacter.Dict) { XCharacter c = current.Value; if (c.GUID == req.RoleID) { RoleLoginAck ack = new RoleLoginAck(); ack.RoleID = c.GUID; ack.Name = c.Name; ack.Carrer = c.Carrer; ack.Level = c.Level; ack.Exp = c.CurExp; GTDataManager.Instance.LoadRoleData(c.Carrer); NetworkManager.Instance.Send(MessageID.MSG_ROLE_LOGIN_ACK, ack, 0, 0); NotifyIntoScene ntf = new NotifyIntoScene(); ntf.CopyID = GTGlobal.LastCityID; ntf.CopyGuid = 0; ntf.RoleID = c.GUID; ntf.ServerID = MLLogin.Instance.GetCurrServerID(); NetworkManager.Instance.Send(MessageID.MSG_NOTIFY_INTO_SCENE, ntf, 0, 0); break; } } }
//登录角色 public void TryEnterGame(UInt64 roleGUID) { RoleLoginReq req = new RoleLoginReq(); req.AccountID = 1; req.RoleID = roleGUID; req.LoginCode = 0x111; NetworkManager.Instance.Send(MessageID.MSG_ROLE_LOGIN_REQ, req); }
private void OnReq_EnterGame(MessageRecv obj) { System.IO.MemoryStream ms = new System.IO.MemoryStream(obj.Data); RoleLoginReq req = Serializer.Deserialize <RoleLoginReq>(ms); RoleLoginAck ack = new RoleLoginAck(); foreach (var current in DataDBSRole.Dict) { XCharacter c = current.Value; if (c.GUID == req.RoleID) { ack.RoleID = c.GUID; ack.Name = c.Name; ack.RoleType = (uint)c.Id; ack.Level = c.Level; ack.Exp = (ulong)c.CurExp; NetworkManager.Instance.Send(MessageID.MSG_ROLE_LOGIN_ACK, ack, 0, 0); break; } } }