public uint Execute(PacketDistributed ipacket) { CG_BELLE_REST packet = (CG_BELLE_REST )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public void SelectRoleToMatrix(int belleID, bool isMatrix) { m_myBelleWindow.gameObject.SetActive(false); int curMatrixID = -1; if (null != BelleMatrixWindow.Instance()) { curMatrixID = Int32.Parse(BelleMatrixWindow.Instance().CurSelectMatrix.gameObject.name); } #region//此段逻辑暂时只在客户端有,提醒服务器添加 Belle belle; BelleMatrix bellematrix; if (BelleData.OwnedBelleMap.TryGetValue(belleID, out belle) && BelleData.OwnedMatrixMap.TryGetValue(belle.matrixID, out bellematrix) && bellematrix.isActive) { Tab_BelleMatrix tbm = TableManager.GetBelleMatrixByID(bellematrix.id, 0); if (tbm != null) { if (isMatrix) { GUIData.AddNotifyData2Client(false, "#{11328}", tbm.Name); } else { GUIData.AddNotifyData2Client(false, "#{11327}", tbm.Name); } } return; } #endregion //如果在当前阵上阵上,就下阵,不在当前阵上就上阵 if (isMatrix) { CG_BELLE_REST restRequest = (CG_BELLE_REST)PacketDistributed.CreatePacket(MessageID.PACKET_CG_BELLE_REST); restRequest.SetBelleID(belleID); restRequest.SendPacket(); } else { CG_BELLE_BATTLE battleRequest = (CG_BELLE_BATTLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_BELLE_BATTLE); battleRequest.SetBelleID(belleID); battleRequest.SetMatrixID(curMatrixID); battleRequest.SetMatrixIndex(this.m_curMatrixIndex); battleRequest.SendPacket(); } }