Esempio n. 1
0
 public void HandlePacket(GC_DAILYLUCKYDRAW_FAIL packet)
 {
     if (DailyLuckyDrawLogic.Instance())
     {
         DailyLuckyDrawLogic.Instance().HandleFailMsg(packet.Failreason);
     }
     m_bDrawing = false;
 }
Esempio n. 2
0
 //更新每日幸运抽奖界面
 void ProcessAfterAllTween_DailyLukcyDraw()
 {
     if (DailyLuckyDrawLogic.Instance())
     {
         if ((int)DLDDRAWTYPE.DLD_DRAWTYPE_ONE == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType ||
             (int)DLDDRAWTYPE.DLD_DRAWTYPE_ONE_YUANBAO == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType)
         {
             DailyLuckyDrawLogic.Instance().DrawOneTurnTableShow();
         }
         else if ((int)DLDDRAWTYPE.DLD_DRAWTYPE_TEN == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType)
         {
             DailyLuckyDrawLogic.Instance().DrawTenTurnTableShow();
         }
     }
 }
Esempio n. 3
0
        public void HandlePacket(GC_DAILYLUCKYDRAW_GAINBONUS packet)
        {
            m_nDrawType = packet.Drawtype;

            CleanUpGainBonus();
            for (int i = 0; i < m_nMaxGainBonusCount && i < packet.gainbonusidCount; i++)
            {
                m_nGainBonusArray[i] = packet.GetGainbonusid(i);
            }

            if (DailyLuckyDrawLogic.Instance() && !BonusItemGetLogic.Instance())
            {
                BonusItemGetLogic.InitBonusInfo(BonusItemGetLogic.BONUSTYPE.TYPE_DAILYLUKCYDRAW);
            }
            m_bDrawing = false;
        }
Esempio n. 4
0
    //每日幸运抽奖继续按钮点击处理
    void CotinueButtonClick_DailyLukcyDraw()
    {
        UIManager.CloseUI(UIInfo.BonusItemGetRoot);

        if (DailyLuckyDrawLogic.Instance())
        {
            if ((int)DLDDRAWTYPE.DLD_DRAWTYPE_ONE == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType ||
                (int)DLDDRAWTYPE.DLD_DRAWTYPE_ONE_YUANBAO == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType)
            {
                DailyLuckyDrawLogic.Instance().DailyLuckyDrawOne();
            }
            else if ((int)DLDDRAWTYPE.DLD_DRAWTYPE_TEN == GameManager.gameManager.PlayerDataPool.DailyLuckyDrawData.DrawType)
            {
                DailyLuckyDrawLogic.Instance().DailyLuckyDrawTen();
            }
        }
    }
Esempio n. 5
0
        public void HandlePacket(GC_DAILYLUCKYDRAW_UPDATE packet)
        {
            if (packet.HasDrawfreetimes)
            {
                m_nDrawFreeTimes = packet.Drawfreetimes;
                //if(FunctionButtonLogic.Instance().)
            }
            if (packet.HasDrawfreecdtime)
            {
                m_nDrawFreeCDTime = packet.Drawfreecdtime;
            }
            if (DailyLuckyDrawLogic.Instance())
            {
                DailyLuckyDrawLogic.Instance().UpdateNumbers();
            }

            if (FunctionButtonLogic.Instance())
            {
                FunctionButtonLogic.Instance().UpdateDaliyLuckNum();
                FunctionButtonLogic.Instance().UpdateButtonAwardTips();
            }
        }
Esempio n. 6
0
        //
        public void Tick_FreeCDTime()
        {
            TickTime += Time.fixedDeltaTime;
            if (TickTime < 1)
            {
                return;
            }
            if (DrawFreeCDTime > 0)
            {
                DrawFreeCDTime--;
                if (DailyLuckyDrawLogic.Instance())
                {
                    DailyLuckyDrawLogic.Instance().UpdateNumbers();
                }

                if (FunctionButtonLogic.Instance())
                {
                    FunctionButtonLogic.Instance().UpdateDaliyLuckNum();
                    FunctionButtonLogic.Instance().UpdateButtonAwardTips();
                }
            }
            TickTime = 0;
        }
Esempio n. 7
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_SYN_ATTR packet = (GC_SYN_ATTR)ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            //判断是MainPlayer还是其他Obj
            Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer;

            PlayerData playerDataPool = GameManager.gameManager.PlayerDataPool;

            //血量
            bool isHpChange = false;

            if (packet.HasCurHp)
            {
                playerDataPool.MainPlayerBaseAttr.HP = packet.CurHp;
                isHpChange = true;
            }
            if (packet.HasMaxHP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxHP = packet.MaxHP;
#if UNITY_ANDROID
                // 台湾安卓渠道特有,提交血量排行榜数据
                if (PlatformHelper.IsChannelTW())
                {
                    PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.HP, playerDataPool.MainPlayerBaseAttr.MaxHP);
                }
#endif
                isHpChange = true;
            }
            if (isHpChange && _mainPlayer != null)
            {
                _mainPlayer.OptHPChange();
            }
            //法力
            bool isMpChange = false;
            if (packet.HasCurMp)
            {
                playerDataPool.MainPlayerBaseAttr.MP = packet.CurMp;
                isMpChange = true;
            }
            if (packet.HasMaxMP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxMP = packet.MaxMP;
                isMpChange = true;
            }
            if (isMpChange && _mainPlayer != null)
            {
                _mainPlayer.OptMPChange();
            }

            //怒气
            bool isXpChange = false;
            if (packet.HasCurXp)
            {
                playerDataPool.MainPlayerBaseAttr.XP = packet.CurXp;
                isXpChange = true;
            }
            if (packet.HasMaxXP)
            {
                playerDataPool.MainPlayerBaseAttr.MaxXP = packet.MaxXP;
                isXpChange = true;
            }
            if (isXpChange && _mainPlayer != null)
            {
                _mainPlayer.OptXPChange();
            }

            //等级
            if (packet.HasCurLev)
            {
                // 更新配置文件

                playerDataPool.MainPlayerBaseAttr.Level = packet.CurLev;
                if (_mainPlayer)
                {
                    for (int i = 0; i < LoginData.loginRoleList.Count; i++)
                    {
                        if (LoginData.loginRoleList[i].guid == _mainPlayer.GUID)
                        {
                            LoginData.loginRoleList[i].level = packet.CurLev;
                            UserConfigData.AddRoleInfo();
                            break;
                        }
                    }

                    _mainPlayer.OptLevelChange();

                    if (LivingSkillLogic.Instance() != null)
                    {
                        LivingSkillLogic.Instance().UpdatePlayerStamina();
                    }
                    _mainPlayer.UpdateSelectDrug();
                }
            }
            // 经验
            if (packet.HasCurExp)
            {
                playerDataPool.MainPlayerBaseAttr.Exp = packet.CurExp;
                if (_mainPlayer)
                {
                    _mainPlayer.OnExpChange();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateExpShow();
                }
            }
            if (packet.HasOffLineExp)
            {
                playerDataPool.MainPlayerBaseAttr.OffLineExp = packet.OffLineExp;
                if (null != _mainPlayer)
                {
                    _mainPlayer.OnOffLineExpChange();
                }
            }
            //体能
            if (packet.HasCurStamina)
            {
                playerDataPool.MainPlayerBaseAttr.CurStamina = packet.CurStamina;

                if (LivingSkillLogic.Instance() != null)
                {
                    LivingSkillLogic.Instance().UpdatePlayerStamina();
                }
            }
            //金钱
            if (packet.HasCurMoney)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_COIN, packet.CurMoney);
#if UNITY_ANDROID
                // 台湾安卓渠道特有,提交金币排行榜数据
                if (PlatformHelper.IsChannelTW())
                {
                    PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.GOLD_COINS, packet.CurMoney);
                }
#endif
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }

                if (FlyWingRoot.Instance())
                {
                    FlyWingRoot.Instance().UpdateMoneyInfo();
                }
//                if (SwordsManController.Instance() != null)
//                {
//                    SwordsManController.Instance().UpdateCoin();
//                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateMoneyShow();
                }
                if (GemLogic.Instance() != null)
                {
                    GemLogic.Instance().UpdateMoneyInfo();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }

                if (RestaurantController.Instance() != null)
                {
                    RestaurantController.Instance().UpdateMoneyInfo();
                }

                if (EquipStrengthenLogic.Instance() != null)
                {
                    EquipStrengthenLogic.Instance().UpdateMoneyInfo();
                }

                if (SkillLevelUpRoot.Instance() != null)
                {
                    SkillLevelUpRoot.Instance().UpdateSkillInfo();
                }
            }

            //元宝
            if (packet.HasCurYuanBao)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO, packet.CurYuanBao);
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }
                if (YuanBaoShopLogic.Instance())
                {
                    YuanBaoShopLogic.Instance().UpdateYuanBaoInfo();
                }
                if (DailyLuckyDrawLogic.Instance())
                {
                    DailyLuckyDrawLogic.Instance().UpdateMoney();
                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                //神器强化界面
                if (EquipShenQiStrength.Instance() != null)
                {
                    EquipShenQiStrength.Instance().UpdateMoneyShow();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }
            }

            //绑定元宝
            if (packet.HasCurBDYuanBao)
            {
                playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO_BIND, packet.CurBDYuanBao);
                if (FashionLogic.Instance() != null)
                {
                    FashionLogic.Instance().UpdateRuby();
                }
                if (BackPackLogic.Instance())
                {
                    BackPackLogic.Instance().UpdateMoneyInfo();
                }
                if (YuanBaoShopLogic.Instance())
                {
                    YuanBaoShopLogic.Instance().UpdateYuanBaoInfo();
                }
                if (DailyLuckyDrawLogic.Instance())
                {
                    DailyLuckyDrawLogic.Instance().UpdateMoney();
                }
                if (CangKuLogic.Instance())
                {
                    CangKuLogic.Instance().UpdateBackPack_Money();
                }
                if (RestaurantController.Instance() != null)
                {
                    RestaurantController.Instance().UpdateMoneyInfo();
                }
                if (null != GUIData.delMoneyChanged)
                {
                    GUIData.delMoneyChanged();
                }
            }
//            if (packet.HasSwordsManScore)
//            {
//                playerDataPool.SwordsManScore = packet.SwordsManScore;
//                if (SwordsManController.Instance() != null)
//                {
//                    SwordsManController.Instance().UpdateSwordsManScore();
//                }
//            }

            if (packet.HasReputation)
            {
                playerDataPool.Reputation = packet.Reputation;
            }

            //是否在战斗状态
            if (packet.HasIsInCombat && _mainPlayer != null)
            {
                bool oldCombat = _mainPlayer.InCombat;
                _mainPlayer.InCombat = (packet.IsInCombat == 1 ? true:false);
                if (!_mainPlayer.InCombat && oldCombat)
                {
                    _mainPlayer.LastLeaveCombatTime = Time.time;
                }
                else if (_mainPlayer.InCombat && !oldCombat)
                {
                    _mainPlayer.LastLeaveCombatTime = 0.0f;
                }
            }
            //经验 血 蓝 变化时 更新主角属性界面
            if (packet.HasCurHp || packet.HasCurMp || packet.HasCurExp)
            {
                if (RoleViewLogic.Instance() != null)
                {
                    RoleViewLogic.Instance().UpdateCurAttr();
                }
            }

            if (packet.HasGuildDKP)
            {
                playerDataPool.GuildDKP = packet.GuildDKP;
                if (GuildShopLogic.Instance() != null)
                {
                    GuildShopLogic.Instance().UpdateGuildDKP();
                }
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }