private void AddProp(SCPlayerUpLevel msg) { //foreach (var reward in msg.Rewards) //{ // ConfProp prop = ConfProp.Get(reward.PropId); // if ((int)PROP_TYPE.E_FUNC == prop.type || (int)PROP_TYPE.E_CHIP == prop.type || (int)PROP_TYPE.E_NROMAL == prop.type || (int)PROP_TYPE.E_ENERGE == prop.type) // { // GlobalInfo.MY_PLAYER_INFO.AddSingleBagInfo(reward.PropId, reward.Num); // } //} }
private void AddProp(SCPlayerUpLevel msg) { foreach (var reward in msg.Rewards) { ConfProp prop = ConfProp.Get(reward.PropId); if ((int)PROP_TYPE.E_FUNC == prop.type || (int)PROP_TYPE.E_CHIP == prop.type || (int)PROP_TYPE.E_NROMAL == prop.type || (int)PROP_TYPE.E_ENERGE == prop.type) { GlobalInfo.MY_PLAYER_INFO.AddSingleBagInfo(reward.PropId, reward.Num); } } GameEvents.UIEvents.UI_GameEntry_Event.Listen_OnCombinePropCollected.SafeInvoke(); }
public override void OnShow(object param) { base.OnShow(param); GameEvents.UIEvents.UI_Bonus_Pop_View_Event.Tell_OnBlock.SafeInvoke(true); if (null != param) { m_data = param as LevelUpData; SCPlayerUpLevel msg = (SCPlayerUpLevel)m_data.msg; m_view.Visible = true; m_view.Refresh(msg); this.AddProp(msg); } }
private void OnLevelUp(object msg) { Debug.Log("奖励页面下发"); SCPlayerUpLevel rsp = msg as SCPlayerUpLevel; m_level_ups.Enqueue(rsp); GameEvents.UIEvents.UI_Bonus_Pop_View_Event.Tell_OnCache.SafeInvoke(EUNM_BONUS_POP_VIEW_TYPE.E_LVL_UP); GameEvents.UIEvents.UI_Bonus_Pop_View_Event.Tell_OnShow.SafeInvoke(); if (null != rsp.PushInfo) { List <Push_Info> infos = new List <Push_Info>(); infos.Add(rsp.PushInfo); PushGiftManager.Instance.RefreshLvlPush(infos); //PushGiftManager.Instance.TurnOn(ENUM_PUSH_GIFT_BLOCK_TYPE.E_LVL); PushGiftManager.Instance.Cache(ENUM_PUSH_GIFT_BLOCK_TYPE.E_LVL); GameEvents.UIEvents.UI_Bonus_Pop_View_Event.Tell_OnCache.SafeInvoke(EUNM_BONUS_POP_VIEW_TYPE.E_PUSH_GIFT); } }
public override void OnExecute() { base.OnExecute(); SCPlayerUpLevel levelData = new SCPlayerUpLevel(); levelData.OldLevel = this.oldLevel; levelData.NewLevel = this.newLevel; //MessageHandler.Call(MessageDefine.SCPlayerUpLevel, levelData); LevelUpData data = new LevelUpData() { msg = levelData, m_click_act = null, }; FrameMgr.OpenUIParams param = new FrameMgr.OpenUIParams(UIDefine.UI_LEVEL_UP); param.Param = data; EngineCoreEvents.UIEvent.ShowUIEventWithParam.SafeInvoke(param); GlobalInfo.MY_PLAYER_INFO.SetLevel(newLevel); OnDestory(); }
public void Refresh(SCPlayerUpLevel msg_) { m_data = msg_; this.Refresh(); }