//public void SetCurStateSkillList() //{ // SortedDictionary<int, uint> tempDic = null; // if (CurState == SkillSettingState.StateOne) // { // tempDic = stateOneDic; // } // else if (CurState == SkillSettingState.StateTwo) // { // tempDic = stateTwoDic; // } // List<uint> skillIDList = new List<uint>(); // // foreach (var dic in tempDic) // var iter = tempDic.GetEnumerator(); // while(iter.MoveNext()) // { // var dic = iter.Current; // if (dic.Value != 0) // { // skillIDList.Add(dic.Value); // } // } // skillIDList.Reverse_NoHeapAlloc(); // uint commonSkillID = GetCommonSkillIDByJob(); // skillIDList.Insert(0, commonSkillID); //} public void OnSetLocation(stSkillSettingArenaUserCmd_CS cmd) { if (cmd.ret == (uint)SkillRet.SkillRet_Success) { //Log.Info("技能设置成功 error code is " + cmd.ret); ReqArenaSetSkillList(); } else { SetAllSettingItem(); Log.Error("技能设置错误 error code is " + cmd.ret); } }
public void SendSetSkillMessage(int loction, uint skillid, SkillSettingAction action, uint srcIndex = 0, uint srcSkill = 0) { GameCmd.stSkillSettingArenaUserCmd_CS cmd = new stSkillSettingArenaUserCmd_CS(); if (action == SkillSettingAction.Add || action == SkillSettingAction.Replace) { cmd.skill_index = (uint)loction; cmd.skill_id = GetSkillIdWithLv(skillid); cmd.skill_state = (uint)ShowState; } else if (action == SkillSettingAction.Remove) { cmd.skill_index = (uint)srcIndex; cmd.skill_id = GetSkillIdWithLv(srcSkill); cmd.skill_state = (uint)ShowState; } else if (action == SkillSettingAction.Swap || action == SkillSettingAction.Move) { cmd.skill_index = (uint)loction; cmd.skill_id = GetSkillIdWithLv(skillid); cmd.skill_state = (uint)ShowState; } NetService.Instance.Send(cmd); }
public void OnSetLocation(stSkillSettingArenaUserCmd_CS cmd) { DataManager.Manager <ArenaSetSkillManager>().OnSetLocation(cmd); }