Esempio n. 1
0
        public bool _IsMoneyEnough(CSCommon.eCurrenceType type, int count)
        {
            switch (type)
            {
            case CSCommon.eCurrenceType.Gold:
            {
                if (this.PlayerData.RoleDetail.Gold >= (uint)count)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }

            case CSCommon.eCurrenceType.Rmb:
            {
                if (this.PlayerData.RoleDetail.Rmb >= (uint)count)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }

            case CSCommon.eCurrenceType.Air:
            {
                if (this.PlayerData.RoleDetail.Air >= (uint)count)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }

            case CSCommon.eCurrenceType.Reputation:
            {
                if (this.PlayerData.RoleDetail.Reputation >= (uint)count)
                {
                    return(true);
                }
                else
                {
                    return(false);
                }
            }
            }
            return(false);
        }
Esempio n. 2
0
        public void _ChangeMoney(CSCommon.eCurrenceType ctype, CSCommon.Data.eMoneyChangeType mtype, int value)
        {
            switch (ctype)
            {
            case eCurrenceType.Unknow:
                break;

            case eCurrenceType.Gold:
                PlayerData.RoleDetail.Gold += (uint)value;
                break;

            case eCurrenceType.Rmb:
                PlayerData.RoleDetail.Rmb += (uint)value;
                break;

            case eCurrenceType.Reputation:
                PlayerData.RoleDetail.Reputation += (uint)value;
                break;

            case eCurrenceType.Exploit:
                GainExploit(value);
                break;

            case eCurrenceType.Activeness:
                break;

            case eCurrenceType.Exp:
                GainExp(value);
                break;

            case eCurrenceType.Air:
                PlayerData.RoleDetail.Air += (uint)value;
                break;

            default:
                break;
            }
        }