Esempio n. 1
0
    void OnGuildLeave(C2G.GuildLeave packet, C2G.GuildAck ack)
    {
        switch (ack.result)
        {
        case pe_GuildResult.Success:
            HeroPrefabManager.Clear();
            parent.Close(true, true);

            if (packet.member_account_idx == SHSavedData.AccountIdx)
            {
                GuildManager.Instance.LeaveGuild();
                GameMain.Instance.BackMenu();
            }
            else
            {
                if (m_Info.member_state == 0)
                {
                    GuildManager.Instance.State.member_state = 0;
                }
                GuildManager.Instance.RemoveMember(packet.member_account_idx);
                //GuildManager.Instance.SetGuildInfo(ack.guild_info);
                //GuildManager.Instance.SetGuildMembers(ack.guild_members);
                GameMain.Instance.UpdateMenu();
            }
            break;
        }
    }
Esempio n. 2
0
 void OnLeaveGuild(bool is_confirm)
 {
     if (is_confirm)
     {
         C2G.GuildLeave packet = new C2G.GuildLeave();
         packet.guild_idx          = GuildManager.Instance.GuildIdx;
         packet.member_account_idx = m_Info.account_idx;
         Network.GameServer.JsonAsync <C2G.GuildLeave, C2G.GuildAck>(packet, OnGuildLeave);
     }
 }
Esempio n. 3
0
 void OnChangeState(short state)
 {
     if (m_Info.member_state != state)
     {
         if (state == 3)
         {
             C2G.GuildLeave packet = new C2G.GuildLeave();
             packet.guild_idx          = GuildManager.Instance.GuildIdx;
             packet.member_account_idx = m_Info.account_idx;
             Network.GameServer.JsonAsync <C2G.GuildLeave, C2G.GuildAck>(packet, OnGuildLeave);
         }
         else
         {
             C2G.GuildStateChange packet = new C2G.GuildStateChange();
             packet.guild_idx          = GuildManager.Instance.GuildIdx;
             packet.member_account_idx = m_Info.account_idx;
             packet.member_state       = state;
             Network.GameServer.JsonAsync <C2G.GuildStateChange, C2G.GuildAck>(packet, OnGuildStateChange);
         }
     }
 }