public void Refresh(SCEventPhaseFeedbackResponse data_) { m_data = (SCEventPhaseFeedbackResponse)data_; foreach (var item in m_data.PhaseInfos) { m_phases.Enqueue(item); } ConfEvent event_data = ConfEvent.Get(CurViewLogic().Event_id); m_type_icon.Sprite = ConfEventAttribute.Get(event_data.type).icon; m_cur_score_num.Text = event_data.perfectMark.ToString(); m_full_score = m_cur_score = event_data.perfectMark; m_score_progress.Value = ((float)m_cur_score) / event_data.perfectMark; Vector3[] corners = new Vector3[4]; m_score_progress.Widget.GetWorldCorners(corners); Vector3 bottomLeftConner = corners[0]; Vector3 topRightConner = corners[2]; float normal_progress = (float)(event_data.perfectMark - event_data.passMark) / (float)event_data.perfectMark; float normal_worldpos_x = bottomLeftConner.x + (topRightConner.x - bottomLeftConner.x) * normal_progress; m_normal_img.Widget.transform.position = new Vector3(normal_worldpos_x, m_normal_img.Widget.transform.position.y, m_normal_img.Widget.transform.position.z); NextStep(); }
public override void OnShow(object param) { base.OnShow(param); if (null != param) { EventGamePlayData datas = (EventGamePlayData)param; m_event_id = datas.EventID; m_phase_data = datas.Msg; } MessageHandler.RegisterMessageHandler(MessageDefine.SCEventRewardResponse, OnScResponse); m_view.Refresh(m_phase_data); }
public static void Call(IMessage message) { //IMessage response = null; int messageId = message.GetMessageId(); UnityEngine.Debug.Log("send standalon message " + messageId); switch (messageId) { case MessageDefine.CSSceneSuspendRequest: //场景暂停 SCSceneSuspendResponse suspendRes = new SCSceneSuspendResponse(); suspendRes.Result = 0; MessageHandler.Call(MessageDefine.SCSceneSuspendResponse, suspendRes); break; case MessageDefine.SCSuspendResponse: //拼图场景暂停 { SCSuspendResponse suspendResponse = new SCSuspendResponse(); suspendResponse.Result = 0; MessageHandler.Call(MessageDefine.SCSuspendResponse, suspendResponse); } break; case MessageDefine.CSSceneResumeRequest: //场景恢复 SCSceneResumeResponse resumeRes = new SCSceneResumeResponse(); resumeRes.Result = 0; MessageHandler.Call(MessageDefine.SCSceneResumeResponse, resumeRes); break; case MessageDefine.CSResumeRequest: //拼图场景恢复 { SCResumeResponse resumeResponse = new SCResumeResponse(); resumeResponse.Result = 0; MessageHandler.Call(MessageDefine.SCResumeResponse, resumeResponse); } break; case MessageDefine.CSSkillEmitRequest: //技能释放 CSSkillEmitRequest emitReq = (CSSkillEmitRequest)message; SCSkillEmitResponse emitRes = new SCSkillEmitResponse(); long propID = emitReq.PropId; emitRes.PropId = emitReq.PropId; ConfProp confProp = ConfProp.Get(propID); if (confProp == null) { emitRes.SkillId = 0; emitRes.Result = 0; MessageHandler.Call(MessageDefine.SCSkillEmitResponse, emitRes); return; } emitRes.SkillId = confProp.skillId; emitRes.Result = 1; MessageHandler.Call(MessageDefine.SCSkillEmitResponse, emitRes); break; case MessageDefine.CSSceneRewardRequest: //局内结算 #region CSSceneRewardRequest rewardRequest = (CSSceneRewardRequest)message; ConfScene confScene = ConfScene.Get(rewardRequest.SceneId); SCSceneRewardResponse rewardRes = new SCSceneRewardResponse(); rewardRes.SceneId = rewardRequest.SceneId; rewardRes.OutputCoin = confScene.outputMoney; rewardRes.OutputCash = confScene.outputCash; rewardRes.OutputVit = confScene.outputVit; rewardRes.OutputExp = confScene.outputExp; if (confScene.dropId > 0) { ConfDropOut2 dropOut = ConfDropOut2.Get(confScene.dropId); if (!string.IsNullOrEmpty(dropOut.fixed2)) { List <DropOutJsonData> rdm_datas = CommonHelper.ParseDropOut(dropOut.fixed2); for (int i = 0; i < rdm_datas.Count; i++) { GiftItem giftItem = new GiftItem(); giftItem.ItemId = rdm_datas[i].value; giftItem.Num = rdm_datas[i].count; rewardRes.GiftItems.Add(giftItem); } } } MessageHandler.Call(MessageDefine.SCSceneRewardResponse, rewardRes); #endregion break; case MessageDefine.CSBuildingListReq: //建筑物数据 #region SCBuildingListResp buildRes = new SCBuildingListResp(); BuildingInfo buildInfo = new BuildingInfo(); buildInfo.BuildingId = 1; buildInfo.Status = 1; buildRes.Infos.Add(buildInfo); MessageHandler.Call(MessageDefine.SCBuildingListResp, buildRes); #endregion break; case MessageDefine.CSTaskIdListRequest: //获取任务列表 #region //SCTaskIdListResponse taskIdListRes = new SCTaskIdListResponse(); //TaskIdInfo taskIdInfo = new TaskIdInfo(); //taskIdInfo.TaskId = 6001; //taskIdInfo.PlayerTaskId = taskIdInfo.TaskId * 10; //taskIdListRes.TaskIdInfos.Add(taskIdInfo); //MessageHandler.Call(MessageDefine.SCTaskIdListResponse, taskIdListRes); #endregion break; case MessageDefine.CSTaskListRequest: #region 任务 CSTaskListRequest taskListRequest = (CSTaskListRequest)message; if (taskListRequest.TaskIds.Count > 1) { //SCAcceptTaskNotice taskNotice = new SCAcceptTaskNotice(); if (taskListRequest.TaskIds[0] > 0) { SCTaskStatusChangeNotice taskStatusChange = new SCTaskStatusChangeNotice(); taskStatusChange.PlayerTaskId = taskListRequest.TaskIds[0] * 10; taskStatusChange.TaskId = taskListRequest.TaskIds[0]; taskStatusChange.Status = 3; MessageHandler.Call(MessageDefine.SCTaskStatusChangeNotice, taskStatusChange); } SCAcceptTaskNotice taskNotice = new SCAcceptTaskNotice(); AcceptTaskInfo acceptNewTaskInfo = new AcceptTaskInfo(); acceptNewTaskInfo.TaskId = taskListRequest.TaskIds[1]; acceptNewTaskInfo.PlayerTaskId = acceptNewTaskInfo.TaskId * 10; acceptNewTaskInfo.Status = 1; taskNotice.AcceptTasks.Add(acceptNewTaskInfo); MessageHandler.Call(MessageDefine.SCAcceptTaskNotice, taskNotice); } #endregion //SCTaskListResponse taskListRes = new SCTaskListResponse(); //TaskInfo taskInfo = new TaskInfo(); //taskInfo.TaskId = 6001; //taskInfo.Status = 1; //taskInfo.PlayerTaskId = taskInfo.TaskId * 10; //taskListRes.TaskInfos.Add(taskInfo); //MessageHandler.Call(MessageDefine.SCTaskListResponse, taskListRes); break; case MessageDefine.CSChapterListRequest: //章节 #region SCChapterListResponse chapterListRes = new SCChapterListResponse(); PlayerChapterInfo chapterInfo = new PlayerChapterInfo(); chapterInfo.PlayerChapterId = 1000; chapterInfo.ChapterId = 1; chapterInfo.Status = 1; chapterListRes.Chapters.Add(chapterInfo); MessageHandler.Call(MessageDefine.SCChapterListResponse, chapterListRes); #endregion break; case MessageDefine.CSEnterRequest: #region 拼图 SCEnterResponse enterRes = new SCEnterResponse(); enterRes.Result = 0; CSEnterRequest enterRequest = (CSEnterRequest)message; long sceneId = enterRequest.SceneId; int sceneType = (int)(sceneId / CommonData.C_SCENE_TYPE_ID); int vitConsume = 0; int seconds = 0; for (int i = 0; i < enterRequest.OfficerIds.Count; i++) { long officerId = enterRequest.OfficerIds[i]; ConfOfficer officer = ConfOfficer.Get(officerId); vitConsume += officer.vitConsume; seconds += officer.secondGain; enterRes.OfficerIds.Add(officerId); } //if (sceneType == CommonData.C_SEEK_SCENE_START_ID) //寻物 //{ //} enterRes.Seconds = seconds; enterRes.VitConsume = vitConsume; if (sceneType == CommonData.C_JIGSAW_SCENE_START_ID) //拼图 { enterRes.Seconds = 3600; } //else if (sceneType == CommonData.C_CARTOON_SCENE_START_ID) // 事件 //{ //} MessageHandler.Call(MessageDefine.SCEnterResponse, enterRes); #endregion break; case MessageDefine.CSFinishRequest: #region 拼图结束 CSFinishRequest finishRequest = (CSFinishRequest)message; SCFinishResponse finishRes = new SCFinishResponse(); finishRes.Result = 0; finishRes.SceneId = finishRequest.SceneId; Reward reward = new Reward(); reward.Percent = 100; reward.Type = 3; reward.Num = 15; finishRes.Rewards.Add(reward); MessageHandler.Call(MessageDefine.SCFinishResponse, finishRes); #endregion break; case MessageDefine.CSSearchSceneSelectOfficerReq: #region 警员 CSSearchSceneSelectOfficerReq selectOfficerReq = (CSSearchSceneSelectOfficerReq)message; int officerVitConsume = 0; int officerCostSeconds = 300; for (int i = 0; i < selectOfficerReq.OfficerIds.Count; i++) { long officerId = selectOfficerReq.OfficerIds[i]; ConfOfficer confOfficer = ConfOfficer.Get(officerId / 100); officerVitConsume += confOfficer.vitConsume; //officerCostSeconds += confOfficer.secondGain; } SCSearchSceneSelectOfficerResp selectOfficerReponse = new SCSearchSceneSelectOfficerResp(); selectOfficerReponse.VitConsume = officerVitConsume; selectOfficerReponse.CostSeconds = officerCostSeconds; MessageHandler.Call(MessageDefine.SCSearchSceneSelectOfficerResp, selectOfficerReponse); #endregion break; case MessageDefine.CSSceneEnterRequest: { #region 进入场景 CSSceneEnterRequest enterReq = (CSSceneEnterRequest)message; SCSceneEnterResponse enterResponse = new SCSceneEnterResponse(); int enterVitConsume = 0; int enterCostSeconds = 300; for (int i = 0; i < enterReq.OfficerIds.Count; i++) { long officerId = enterReq.OfficerIds[i]; ConfOfficer confOfficer = ConfOfficer.Get(officerId / 100); enterVitConsume += confOfficer.vitConsume; //enterCostSeconds += confOfficer.secondGain; enterResponse.OfficerIds.Add(officerId); } enterResponse.IsDropScene = false; string exhibit = GuidNewNodeManager.Instance.GetCommonParams(GuidNewNodeManager.sceneExhibit); string[] exhibitIdStr = exhibit.Split('|'); if (exhibitIdStr.Length > 0) { for (int i = 0; i < exhibitIdStr.Length; i++) { long exhibitId = long.Parse(exhibitIdStr[i]); //enterResponse.SceneExhibits.Add(exhibitId); enterResponse.TaskExhibits.Add(exhibitId); enterResponse.VitConsume = enterVitConsume; enterResponse.Seconds = enterCostSeconds; } MessageHandler.Call(MessageDefine.SCSceneEnterResponse, enterResponse); } #endregion } break; case MessageDefine.CSMarketItemRequest: { #region 请求时钟商店数据 CSMarketItemRequest marketItemReq = (CSMarketItemRequest)message; SCMarketItemResponse marketItemRes = new SCMarketItemResponse(); MarketItemMsg marketmsg = new MarketItemMsg(); if (marketItemReq.PropId == 4) { marketmsg.Id = 304; marketmsg.Cost = 0; marketmsg.CostType = CostType.CostCash; } marketItemRes.MarketItems = marketmsg; MessageHandler.Call(MessageDefine.SCMarketItemResponse, marketItemRes); #endregion } break; case MessageDefine.MarkeBuyRequest: { #region 购买 MarkeBuyRequest buyReq = (MarkeBuyRequest)message; MarkeBuyResponse buyRes = new MarkeBuyResponse(); PlayerPropMsg propmsg = new PlayerPropMsg(); if (buyReq.MarketItemId == 304) { //购买时钟 propmsg.PropId = 4; propmsg.Count = 1; } buyRes.Props = propmsg; MessageHandler.Call(MessageDefine.MarkeBuyResponse, buyRes); #endregion } break; case MessageDefine.CSSkillTimerEmitReq: { #region 警员技能释放 SCSkillTimerEmitResp res = new SCSkillTimerEmitResp(); res.Result = 0; MessageHandler.Call(MessageDefine.SCSkillTimerEmitResp, res); #endregion } break; case MessageDefine.CSEventEnterRequest: { #region 进入事件 SCEventEnterResponse res = new SCEventEnterResponse(); res.Result = 0; MessageHandler.Call(MessageDefine.SCEventEnterResponse, res); #endregion } break; case MessageDefine.CSEventPhaseFeedbackRequest: { #region 请求事件 CSEventPhaseFeedbackRequest request = (CSEventPhaseFeedbackRequest)message; SCEventPhaseFeedbackResponse res = new SCEventPhaseFeedbackResponse(); res.Valuation = true; res.TotalScore = 200; PhaseInfo phaseInfo = new PhaseInfo(); phaseInfo.PhaseId = (int)ConfEvent.Get(request.EventId).phases[0]; phaseInfo.PhaseTemplateId = (int)ConfEvent.Get(request.EventId).phases[0]; phaseInfo.OfficerTemplateId = 121; phaseInfo.PhaseScore = 200; res.PhaseInfos.Add(phaseInfo); MessageHandler.Call(MessageDefine.SCEventPhaseFeedbackResponse, res); #endregion } break; case MessageDefine.CSEventRewardRequest: { CSEventRewardRequest request = (CSEventRewardRequest)message; SCEventRewardResponse res = new SCEventRewardResponse(); res.Score = 200; res.Valuation = 2; SceneRewardComprise sceneReward = new SceneRewardComprise(); ConfEvent confEvent = ConfEvent.Get(request.EventId); sceneReward.OutputCash = confEvent.cashGain; //sceneReward.OutputCoin = confEvent.coinGain; //sceneReward.OutputVit = confEvent.vitGain; //sceneReward.OutputExp = confEvent.expGain; sceneReward.Type = 1; res.SceneRewardComprise.Add(sceneReward); MessageHandler.Call(MessageDefine.SCEventRewardResponse, res); } break; } }