コード例 #1
0
    /// <summary>
    /// 获取服务器上的一些数据
    /// </summary>
    void GetServerInfo()
    {
        if (StaticData.playerInfoData.favorableData.Count <= 0)//如果本地没有数据就请求并记录本地  只请求一次
        {
            //默认值(配置表里的数据)
            foreach (var item in StaticData.configExcel.HallRole)
            {
                if (!item.isImpulseRole)
                {
                    continue;                     //如果不是心动时刻的角色就下一个
                }
                Favorable favorable = new Favorable();
                favorable.NPCId          = item.ID;
                favorable.NpcSetPainting = item.SetPainting;
                favorable.headPortrait   = item.HeadPortraitImage;
                favorableList.Add(favorable);
            }

            CSEmptyFavorableInfo cSEmptyFavorableInfo = new CSEmptyFavorableInfo();
            //bool receive = false;等待返回
            ProtocalManager.Instance().SendCSEmptyFavorableInfo(cSEmptyFavorableInfo, (SCFavorableInfo FavorableInfo) =>
            {
                Init(FavorableInfo);
                StaticData.playerInfoData.favorableData = favorableList;//数据保存到本地
            }, (ErrorInfo e) => { Debug.Log("请求失败"); });
            //await UniTask.WaitUntil(()=>receive==true);
        }
        else
        {
            Debug.Log("本地已缓存好感数据");
            favorableList = StaticData.playerInfoData.favorableData;
            impulesMainView.OpenView(favorableList);
        }
        //JoinViewRefreshGift();
    }
コード例 #2
0
    /// <summary>
    /// 好感值存入缓存(外部初始化好感列表)章节用到
    /// </summary>
    public static void CacheFavorable()
    {
        List <Favorable> favorableList = new List <Favorable>();

        //好感列表赋初值
        foreach (var item in StaticData.configExcel.HallRole)
        {
            if (!item.isImpulseRole)
            {
                continue;                     //如果不是心动时刻的角色就下一个
            }
            Favorable favorable = new Favorable();
            favorable.NPCId          = item.ID;
            favorable.NpcSetPainting = item.SetPainting;
            favorable.headPortrait   = item.HeadPortraitImage;
            favorableList.Add(favorable);
        }
        CSEmptyFavorableInfo cSEmptyFavorableInfo = new CSEmptyFavorableInfo();

        ProtocalManager.Instance().SendCSEmptyFavorableInfo(cSEmptyFavorableInfo, (SCFavorableInfo FavorableInfo) =>
        {
            if (FavorableInfo != null)//赋保存后的值
            {
                foreach (var item in FavorableInfo.FavorableInfo)
                {
                    for (int i = 0; i < favorableList.Count; i++)
                    {
                        if (item.HeroId != favorableList[i].NPCId)
                        {
                            continue;
                        }
                        favorableList[i].NPC2PlayerValue = item.HeroPlayerValue;
                        favorableList[i].Player2NPCValue = item.PlayerHeroValue;
                        favorableList[i].cardiacValue    = favorableList[i].NPC2PlayerValue <= favorableList[i].Player2NPCValue ? favorableList[i].NPC2PlayerValue : favorableList[i].Player2NPCValue;
                    }
                }
            }
            StaticData.playerInfoData.favorableData = favorableList;//数据保存到本地
            Debug.Log("好感列表初始化成功");
        }, (ErrorInfo e) => { Debug.LogError("请求初始化好感请求失败"); });
    }
コード例 #3
0
        public void SendCSEmptyFavorableInfo(CSEmptyFavorableInfo csemptyfavorableinfo, Action <SCFavorableInfo> ResponseSCFavorableInfoCallBack, Action <ErrorInfo> errorCallBack, bool isShowDefaultTip = true)
        {
            OpCodeType opCodeType = ListOPRelation.GetOpCodeTypeByRequest <CSEmptyFavorableInfo> ();

            ProtoSendMethod.BusinessRequest <SCFavorableInfo>(csemptyfavorableinfo, opCodeType, ResponseSCFavorableInfoCallBack, errorCallBack, isShowDefaultTip);
        }