/// <summary> 服务器返回创建角色 </summary>
        /// <param name="role"></param>
        /// <param name="retValue"></param>
        private void OnRoleCreateResponse(Role role, MFReturnValue <object> retValue)
        {
            RoleCreateResponseProto proto = new RoleCreateResponseProto();

            if (!retValue.HasError)
            {
                proto.IsSuccess = true;
                //初始化角色技能
                RoleSkillEntity entity1 = new RoleSkillEntity();
                entity1.Status     = EnumEntityStatus.Released;
                entity1.RoleId     = (int)retValue.OutputValues["Id"];
                entity1.SkillId    = 106;
                entity1.SkillLevel = 1;
                entity1.SlotsNode  = 1;
                entity1.CreateTime = DateTime.Now;
                entity1.UpdateTime = DateTime.Now;
                RoleSkillDBModel.Instance.Create(entity1);
                RoleSkillEntity entity2 = new RoleSkillEntity();
                entity2.Status     = EnumEntityStatus.Released;
                entity2.RoleId     = (int)retValue.OutputValues["Id"];
                entity2.SkillId    = 107;
                entity2.SkillLevel = 1;
                entity2.SlotsNode  = 2;
                entity2.CreateTime = DateTime.Now;
                entity2.UpdateTime = DateTime.Now;
                RoleSkillDBModel.Instance.Create(entity2);
            }
            else
            {
                proto.IsSuccess = false;
                proto.MsgCode   = 1000305;
            }
            role.ClientSocket.SendMsg(proto.ToArray());
        }
 /// <summary>
 /// 修改
 /// </summary>
 /// <param name="entity"></param>
 /// <returns></returns>
 public MFReturnValue <object> Update(RoleSkillEntity entity)
 {
     return(this.DBModel.Update(entity));
 }