private static void msg_SCID_USER_SKILLS_NTF(int iMsgID, ref CMessage msg) { sdGameSkillMgr.Instance.Clear(); CliProto.SC_USER_SKILLS_NTF refMSG = (CliProto.SC_USER_SKILLS_NTF)msg; sdGameSkillMgr.Instance.SetSkillPoint((int)refMSG.m_SkillPoint); sdGameSkillMgr.Instance.learnedPoint = (int)refMSG.m_TotalSkillTreePoint; int num = refMSG.m_Count; for (int i = 0; i < num; i++) { sdGameSkillMgr.Instance.CreateSkill((int)refMSG.m_SkillsInfo[i].m_SkillID, (int)refMSG.m_SkillsInfo[i].m_CooldownTime); } sdGlobalDatabase.Instance.globalData["MainCharSkillInfo"] = sdGameSkillMgr.Instance.GetSkillList(); if (sdGameLevel.instance != null) { GameObject wnd = sdGameLevel.instance.NGUIRoot; if (wnd) { sdSkillWnd skill = wnd.GetComponentInChildren <sdSkillWnd>(); if (skill != null) { skill.Refresh(); } } if (sdGameLevel.instance.mainChar != null) { sdGameLevel.instance.mainChar.SetSkillInfo(sdGlobalDatabase.Instance.globalData["MainCharSkillInfo"] as Hashtable); } } }
// 创建角色技能属性表aa protected Hashtable CreateSkillPropertyTable(CliProto.SC_USER_SKILLS_NTF kSkillInfoNtf) { Hashtable kTable = new Hashtable(); for (int i = 0; i < kSkillInfoNtf.m_Count; ++i) { CliProto.SSkillInfo kSkillInfo = kSkillInfoNtf.m_SkillsInfo[i]; kTable[(int)kSkillInfo.m_SkillID] = sdGameSkillMgr.CreateSkill((int)kSkillInfo.m_SkillID); } return(kTable); }