Exemple #1
0
        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;
            }
        }
Exemple #2
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        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);
        }
Exemple #3
0
        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);
        }
Exemple #4
0
        public string getRoleDataToLogString()
        {
            string lg = "";

            UnityGMClient.CRole role = GC.CPlayer.Singleton.getCurRole();
            if (role != null)
            {
                lg = role.getLogString();
            }
            return(lg);
        }
Exemple #5
0
        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);
        }
Exemple #6
0
        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);
        }
Exemple #7
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        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);
        }
Exemple #8
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        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;
            }
        }
Exemple #9
0
        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);
        }
Exemple #10
0
        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;
            }
            }
        }