private GameFrameworkMessage.RoleEnterResult CreateRoleEnterResultMsg(UserInfo ui) { GameFrameworkMessage.RoleEnterResult replyMsg = new GameFrameworkMessage.RoleEnterResult(); // replyMsg.Nickname = ui.Nickname; replyMsg.HeroId = ui.HeroId; replyMsg.Level = ui.Level; replyMsg.Money = ui.Money; replyMsg.Gold = ui.Gold; replyMsg.Level = ui.Level; replyMsg.SceneId = ui.SceneId; replyMsg.SummonerSkillId = ui.SummonerSkillId; replyMsg.WorldId = UserServerConfig.WorldId; for (int i = 0; i < ui.MemberInfos.Count; ++i) { MemberInfoForMessage mi = new MemberInfoForMessage(); mi.Hero = ui.MemberInfos[i].HeroId; mi.Level = ui.MemberInfos[i].Level; } return replyMsg; }
internal void SyncMembers(ulong guid) { UserInfo user = GetUserInfo(guid); if (null != user) { Msg_LC_SyncMemberList protoData = new Msg_LC_SyncMemberList(); for (int i = 0; i < user.MemberInfos.Count; ++i) { MemberInfoForMessage mi = new MemberInfoForMessage(); mi.Hero = user.MemberInfos[i].HeroId; mi.Level = user.MemberInfos[i].Level; protoData.m_Members.Add(mi); } NotifyUser(guid, LobbyMessageDefine.Msg_LC_SyncMemberList, protoData); } }