/// <summary> /// 锁定英雄 /// </summary> /// <param name="response"></param> private void HandleRoomLockHeroS2C(BufferEntity response) { RoomLockHeroS2C s2cMSG = ProtobufHelper.FromBytes <RoomLockHeroS2C>(response.proto); rolesDIC[s2cMSG.RolesID].transform.Find("Hero_State").GetComponent <Text>().text = "已锁定"; if (RoomCtrl.Instance.CheckIsSelfRoles(s2cMSG.RolesID)) { isLock = true;//已锁定英雄 shift+f12 } }
/// <summary> /// 锁定英雄 /// </summary> /// <param name="request"></param> private void HandleRoomLockHeroC2S(BufferEntity request) { RoomLockHeroC2S c2sMSG = ProtobufHelper.FromBytes <RoomLockHeroC2S>(request.proto); RoomLockHeroS2C s2cMSG = new RoomLockHeroS2C(); s2cMSG.HeroID = c2sMSG.HeroID; PlayerEntity p = PlayerManager.GetPlayerEntityFromSession(request.session); s2cMSG.RolesID = p.rolesInfo.RolesID; //缓存角色技能 p.roomEntity.LockHero(s2cMSG.RolesID, s2cMSG.HeroID); p.roomEntity.Broadcast(request.messageID, s2cMSG); }