Esempio n. 1
0
    // 玩家模块总是最优先捕获游戏货币变化消息
    void _Packet_999(ScRoleMoneyInfo p)
    {
        var type = (CurrencySubType)p.type;

        uint old = 0;

        switch (type)
        {
        case CurrencySubType.Gold:
            old             = m_roleInfo.coin;
            m_roleInfo.coin = p.num;
            m_coinCount     = p.num;
            if (m_coinCount > old && moduleForging.InsoulItem != null)
            {
                moduleForging.InsoulGold += (int)(m_coinCount - old);
            }
            break;

        case CurrencySubType.Diamond:
            old = m_roleInfo.diamond;
            m_roleInfo.diamond = p.num;
            m_gemCount         = p.num;
            break;

        case CurrencySubType.WishCoin:
            old = m_roleInfo.wishCoin;
            m_roleInfo.wishCoin = p.num;
            m_wishCoinCount     = p.num;
            break;

        case CurrencySubType.PetSummonStone:
            old = m_roleInfo.summonStone;
            m_roleInfo.summonStone = p.num;
            m_petSummonStone       = p.num;
            break;

        case CurrencySubType.HeartSoul:
            old             = m_roleInfo.mind;
            m_roleInfo.mind = p.num;
            m_heartSoul     = p.num;
            break;

        case CurrencySubType.FriendPoint:
            old = m_roleInfo.friendShipPoint;
            m_roleInfo.friendShipPoint = p.num;
            m_friendPoint = p.num;
            break;

        case CurrencySubType.UnionContribution:
            old = m_roleInfo.unionContribution;
            m_roleInfo.unionContribution = p.num;
            m_unionContribution          = p.num;
            break;
        }

        DispatchModuleEvent(EventCurrencyChanged, type, (int)p.num - (int)old);
    }
Esempio n. 2
0
 void _Packet(ScRoleMoneyInfo p)
 {
     moduleHome.UpdateIconState(HomeIcons.Skill, NeedNotice);
 }