void RefreshApply(GameEvent e) { for (int i = 0; i < apply_clan_Con.childCount; i++) { Destroy(apply_clan_Con.GetChild(i).gameObject); } for (int i = 0; i < A3_cityOfWarModel.getInstance().apply_list.Count; i++) { GameObject clon = Instantiate(apply_clan_item) as GameObject; clon.SetActive(true); clon.transform.SetParent(apply_clan_Con); clon.transform.FindChild("idx").GetComponent <Text>().text = (i + 1).ToString(); Apply_Info info = A3_cityOfWarModel.getInstance().GetApplyInfo_One(i + 1); clon.transform.FindChild("lvl/tet").GetComponent <Text>().text = info.clan_lvl.ToString(); clon.transform.FindChild("name").GetComponent <Text>().text = info.clan_name; clon.transform.FindChild("money").GetComponent <Text>().text = info.apply_num.ToString(); } }
void onInfo(Variant data) { int res = data["res"]; debug.Log("City" + data.dump()); if (res < 0) { Globle.err_output(res); return; } switch (res) { case 1: debug.Log("GGGG" + A3_LegionModel.getInstance().myLegion.id); //请求攻城战数据 A3_cityOfWarModel.getInstance().last_type = data["last_type"]; A3_cityOfWarModel.getInstance().llid = data["llid"]; A3_cityOfWarModel.getInstance().def_clanid = data["def_clanid"]; A3_cityOfWarModel.getInstance().start_tm = data["start_tm"]; A3_cityOfWarModel.getInstance().clan_pcid = data["clan_pcid"]; A3_cityOfWarModel.getInstance().clan_lvl = data["clan_lvl"]; A3_cityOfWarModel.getInstance().clan_name = data["clan_name"]; A3_cityOfWarModel.getInstance().Castellan_name = data["name"]; A3_cityOfWarModel.getInstance().Castellan_zhuan = data["zhuan"]; A3_cityOfWarModel.getInstance().Castellan_lvl = data["lvl"]; A3_cityOfWarModel.getInstance().Castellan_combpt = data["combpt"]; A3_cityOfWarModel.getInstance().Castellan_carr = data["carr"]; if (data.ContainsKey("def_info")) { A3_cityOfWarModel.getInstance().deflist.Clear(); List <Variant> l = data["def_info"]._arr; foreach (var v in l) { defInfo temp = new defInfo(); temp._type = v["type"]; temp._lvl = v["level"]; A3_cityOfWarModel.getInstance().deflist[v["type"]] = temp; } } if (data.ContainsKey("apply_list")) { A3_cityOfWarModel.getInstance().apply_list.Clear(); List <Variant> l = data["apply_list"]._arr; List <Apply_Info> ApplyList = new List <Apply_Info>(); foreach (var v in l) { Apply_Info temp = new Apply_Info(); temp.clan_id = v["clan_id"]; temp.clan_name = v["clan_name"]; temp.apply_num = v["apply_num"]; temp.apply_tm = v["apply_tm"]; temp.clan_lvl = v["clan_lvl"]; ApplyList.Add(temp); } ApplyList.Sort(); A3_cityOfWarModel.getInstance().apply_list = ApplyList; } dispatchEvent(GameEvent.Create(REFRESHINFO, this, data)); // A3_cityOfWarModel.getInstance().gg(); break; case 2: //进入攻城战 break; case 3: //提升防御 if (A3_cityOfWarModel.getInstance().deflist.ContainsKey(data["type"])) { A3_cityOfWarModel.getInstance().deflist[data["type"]]._lvl = data["level"]; } else { defInfo temp = new defInfo(); temp._type = data["type"]; temp._lvl = data["level"]; A3_cityOfWarModel.getInstance().deflist[data["type"]] = temp; } dispatchEvent(GameEvent.Create(REFRESHPREPARE, this, data)); break; case 4: //投标出价 if (data.ContainsKey("apply_list")) { A3_cityOfWarModel.getInstance().apply_list.Clear(); List <Variant> l = data["apply_list"]._arr; List <Apply_Info> ApplyList = new List <Apply_Info>(); foreach (var v in l) { Apply_Info temp = new Apply_Info(); temp.clan_id = v["clan_id"]; temp.clan_name = v["clan_name"]; temp.apply_num = v["apply_num"]; temp.apply_tm = v["apply_tm"]; temp.clan_lvl = v["clan_lvl"]; ApplyList.Add(temp); } ApplyList.Sort(); A3_cityOfWarModel.getInstance().apply_list = ApplyList; dispatchEvent(GameEvent.Create(REFRESHAPPLY, this, data)); } break; case 5: //攻城战统计 break; case 6: // 地图成员信息 break; case 8: list_position.Clear(); List <Variant> ll = data["data"]._arr; foreach (var v in ll) { PlayerPos_cityWar temp = new PlayerPos_cityWar(); temp.lvlsideid = v["lvlsideid"]; temp.iid = v["iid"]; temp.x = (uint)((v["x"]) / GameConstant.PIXEL_TRANS_UNITYPOS); temp.y = (uint)((v["y"]) / GameConstant.PIXEL_TRANS_UNITYPOS); list_position[v["iid"]] = temp; } break; case 9: if (data["lvlsideid"] == PlayerModel.getInstance().lvlsideid) { signalInfo info = new signalInfo(); info.signalType = data["type"]; info.x = (int)(data["x"]); info.y = (int)(data["y"]); info.cd = 5; A3_cityOfWarModel.getInstance().signalList.Add(info); a3_insideui_fb.instance.changesignal(info.signalType); if (a3_liteMiniBaseMap2.instance) { a3_liteMiniBaseMap2.instance.SetSignal(); } } break; case 20: //怪物血量和人数 A3_cityOfWarModel.getInstance().atk_num = data["atk_num"]; A3_cityOfWarModel.getInstance().def_num = data["def_num"]; if (data["door_open"] == 1) { A3_cityOfWarModel.getInstance().door_open = true; } else { A3_cityOfWarModel.getInstance().door_open = false; } if (data.ContainsKey("mon_hpper")) { List <Variant> l = data["mon_hpper"]._arr; A3_cityOfWarModel.getInstance().SetMonInfo(l); } dispatchEvent(GameEvent.Create(REFRESHFBINFO, this, data)); break; case 21: //击杀通知 break; case 22: //助攻通知 break; } }