void OnEvent(int eventID, object data) { if (eventID == (int)GameEventID.SKILLSYSTEM_SETSKILLPOS) { stSetSkillPos sp = (stSetSkillPos)data; if (sp.pos == (uint)m_skillBtnIndex) { SkillDatabase db = GameTableManager.Instance.GetTableItem <SkillDatabase>(sp.skillid, 1); if (db != null) { GuideDefine.FuncOpenShowData showData = new GuideDefine.FuncOpenShowData() { FOT = GuideDefine.FuncOpenType.Skill, Icon = UIManager.BuildCircleIconName(db.iconPath), TargetObj = this.gameObject, Name = db.strName, Data = data, }; Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTNEWFUNCOPENADD, showData); } } } }
void OnUIEvent(int type, object data) { switch (type) { case (int)Client.GameEventID.UIEVENT_UPDATEITEM: { OnUpdateItemDataUI(data); //快捷使用道具 } break; case (int)Client.GameEventID.UIEVENTNEWFUNCCOMPLETE: { if (data is GuideDefine.FuncOpenShowData) { GuideDefine.FuncOpenShowData guideData = (GuideDefine.FuncOpenShowData)data; if (guideData.FOT == GuideDefine.FuncOpenType.Skill) { //SetSkillIcon stSetSkillPos pos = (stSetSkillPos)guideData.Data; for (int i = 0; i < m_lstSkillBtns.Count; i++) { if (m_lstSkillBtns[i].SkillIndex == pos.pos) { m_lstSkillBtns[i].Refresh(); } } } } } break; case (int)Client.GameEventID.UIEVENT_SHORTCUTITEMUI: { InitShortcutUIAndData(); } break; } }
public void OnSetLocation(stSetUsePosSkillUserCmd_CS cmd) { if (cmd.ret == (uint)SkillRet.SkillRet_Success) { //Log.Info("技能设置成功 error code is " + cmd.ret); stSetSkillPos sp = new stSetSkillPos(); sp.pos = cmd.index; sp.skillid = cmd.skillid; uint level = GetUnLockLevelByLoc((uint)cmd.index); if (MainPlayerHelper.GetPlayerLevel() > level) { DataManager.Manager <UIPanelManager>().SendMsg(PanelID.MainPanel, UIMsgID.eSkillBtnRefresh, null); } else { EventEngine.Instance().DispatchEvent((int)GameEventID.SKILLSYSTEM_SETSKILLPOS, sp); } } else { SetAllSettingItem(); Log.Error("技能设置错误 error code is " + cmd.ret); } }