private void cbGetRoleData(UnityGMClient.EGetRoleDataResult a_retCode, UnityGMClient.CRole a_roleData) { if (a_retCode != UnityGMClient.EGetRoleDataResult.EGETROLEDATA_RESUlT_SUCCESS) { UnityUtility.CTrace.Singleton.debug("获取角色信息失败!"); this.textRoleData.Text = "获取角色信息失败!"; return; } if (a_roleData != null) { string lg = "" + "区号:" + m_roleKey.m_zoneID + " " + "账号:" + m_roleKey.m_accountID + " " + "角色索引:" + m_roleKey.m_roleIndex + " " + "角色ID:" + a_roleData.getRoleID() + " " + "昵称:" + a_roleData.getRoleName() + " " + "职业:" + a_roleData.getRoleTPID() + " " + "等级:" + a_roleData.getLevel() + "\r\n" + "技能点:" + a_roleData.getSkillPoint() + " " + "PVP币:" + a_roleData.getPVPCoin() + " " + "体力:" + a_roleData.getVitality() + " " + "金币:" + a_roleData.getGold() + " " + "经验:" + a_roleData.getExp() + " " + "钻石:" + a_roleData.getDiamond() + " " + "vip积分:" + a_roleData.getVipScore() + " " + "vip等级:" + a_roleData.getVipLevel() + " " + "活跃度:" + a_roleData.getActiveDegree() + "\r\n\r\n"; lg += "战斗力(Combat):" + a_roleData.getCombat() + " "; lg += a_roleData.getBattleAttr().getLogString(); UnityUtility.CTrace.Singleton.debug(lg); this.textRoleData.Text = lg; } }
public void FinishInitRoleData(UInt32 a_curRoleIndex, UInt32 a_sceneTypeID, UnityGMClient.CRole a_role) { UnityUtility.CTrace.Singleton.debug("FinishInitRoleData[curRoleIndex={0}][a_sceneTypeID={1}][roleIndex ={2}]", a_curRoleIndex, a_sceneTypeID, a_role.getRoleIndex()); m_sceneTypeID = a_sceneTypeID; UnityGMClient.CRole role = getCurRole(); m_curRole = a_role; string lg = "[FinishInitRoleData]" + role.getLogString(); Log(lg); }
private void CbUpdateRoleBattleAttribute(UnityGMClient.CBattleAttribute a_battleAttr, UInt32 a_combat, UInt32 historyMaxCombat) { string lg = "[CbUpdateRoleBattleAttribute]" + a_battleAttr.getLogString(); Log(lg); UnityGMClient.CRole role = getCurRole(); role.setBattleAttr(a_battleAttr); role.setCombat(a_combat); role.setHistoryMaxCombatPower(historyMaxCombat); }
public string getRoleDataToLogString() { string lg = ""; UnityGMClient.CRole role = GC.CPlayer.Singleton.getCurRole(); if (role != null) { lg = role.getLogString(); } return(lg); }
public string getEquipDataToLogString() { string lg = ""; UnityGMClient.CRole role = GC.CPlayer.Singleton.getCurRole(); if (role != null) { lg = "[roleName=" + role.getRoleName() + "]" + "[roleType:" + role.getRoleTPID() + "]" + "\r\n"; lg += GC.CPlayer.Singleton.m_equipData.getLogString(); } return(lg); }
private void CbUpdateUInt64Attribute(UnityGMClient.EUpdateAttributeResult a_retCode, UInt32 a_attrIndex, UInt64 a_value) { string lg = "[CbUpdateUInt64Attribute][retCode=" + a_retCode.ToString() + "][a_attrIndex=" + a_attrIndex + "][a_value=" + a_value + "]\r\n"; Log(lg); if (a_retCode != UnityGMClient.EUpdateAttributeResult.EUPDATEATTRIBUTE_RESUlT_SUCCESS) { return; } UnityGMClient.CRole role = getCurRole(); role.updateUInt64Value((UnityGMClient.ERoleAttributeIndex)a_attrIndex, a_value); }
public void FinishCreateRole(UInt32 a_curRoleIndex, UnityGMClient.CRole a_role) { if (m_roleBaseInfoList.ContainsKey(a_curRoleIndex)) { return; } UnityGMClient.CRoleBaseInfo roleInfo = new UnityGMClient.CRoleBaseInfo(); roleInfo.setRoleIndex(a_curRoleIndex); roleInfo.setRoleLevel(a_role.getLevel()); roleInfo.setRoleName(a_role.getRoleName()); roleInfo.setRoleTPID(a_role.getRoleTPID()); m_curRole = a_role; AddRoleBaseInfo(roleInfo); string lg = "[FinishCreateRole]" + a_role.getLogString(); Log(lg); }
public void initFormData() { UnityGMClient.CRole a_roleData = GC.CPlayer.Singleton.getCurRole(); if (a_roleData != null) { m_currentRoleKey.m_zoneID = a_roleData.RoleKey.m_zoneID; m_currentRoleKey.m_accountID = a_roleData.RoleKey.m_accountID; m_currentRoleKey.m_roleIndex = a_roleData.RoleKey.m_roleIndex; textBoxAccountID.Text = m_currentRoleKey.m_accountID.ToString(); textBoxZoneID.Text = m_currentRoleKey.m_zoneID.ToString(); textBoxIndex.Text = m_currentRoleKey.m_roleIndex.ToString(); textBoxCMD.Text = "\\AddExp 100"; string lg = "" + "区号:" + a_roleData.RoleKey.m_zoneID + " " + "账号:" + a_roleData.RoleKey.m_accountID + " " + "角色索引:" + a_roleData.RoleKey.m_roleIndex + " " + "角色ID:" + a_roleData.getRoleID() + " " + "昵称:" + a_roleData.getRoleName() + " " + "职业:" + a_roleData.getRoleTPID() + " " + "等级:" + a_roleData.getLevel() + "\r\n" + "技能点:" + a_roleData.getSkillPoint() + " " + "PVP币:" + a_roleData.getPVPCoin() + " " + "体力:" + a_roleData.getVitality() + " " + "金币:" + a_roleData.getGold() + " " + "经验:" + a_roleData.getExp() + " " + "钻石:" + a_roleData.getDiamond() + " " + "vip积分:" + a_roleData.getVipScore() + " " + "vip等级:" + a_roleData.getVipLevel() + " " + "活跃度:" + a_roleData.getActiveDegree() + "\r\n\r\n"; UnityUtility.CTrace.Singleton.debug(lg); g_FormRoleData.textRoleData.Text = lg; } }
private void CbInitRoleData(UnityGMClient.EInitRoleDataResult retCode, UInt32 CurrentRoleIndex, UInt32 SceneTypeID, UnityGMClient.CRole a_role) { string lg = "[CbSelectRole][retCode=" + retCode + "][CurrentRoleIndex=" + CurrentRoleIndex + "][SceneTypeID=" + SceneTypeID + "][level=" + a_role.getLevel() + "]\r\n"; Log(lg); if (retCode != UnityGMClient.EInitRoleDataResult.EINITROLEDATA_RESUlT_SUCCESS) { return; } GC.CPlayer.Singleton.FinishInitRoleData(CurrentRoleIndex, SceneTypeID, a_role); }
private void CbCreateRole(UnityGMClient.ECreateRoleResult retCode, UInt32 CurrentRoleIndex, UnityGMClient.CRole role) { switch (retCode) { case UnityGMClient.ECreateRoleResult.ECREATEROLE_RESUlT_SUCCESS: { GC.CPlayer.Singleton.FinishCreateRole(CurrentRoleIndex, role); UnityGMClient.CClientCore.Singleton.SendMsgPlayerSystemGC2GMReqSelectRole(CurrentRoleIndex, CbSelectRole); break; } case UnityGMClient.ECreateRoleResult.ECREATEROLE_RESUlT_INVALID_PROTYPE: { MessageBox.Show("创建角色失败,无效的角色类型", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); break; } case UnityGMClient.ECreateRoleResult.ECREATEROLE_RESUlT_INVALID_ROLENAME: { MessageBox.Show("创建角色失败,无效的角色名", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); break; } case UnityGMClient.ECreateRoleResult.ECREATEROLE_RESUlT_ROLECOUNT_LIMIT: { MessageBox.Show("创建角色失败,已达到角色个数限制", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); break; } case UnityGMClient.ECreateRoleResult.ECREATEROLE_RESUlT_FAIL: { MessageBox.Show("创建角色失败!", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); break; } default: { MessageBox.Show("创建角色失败!", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); break; } } }