コード例 #1
0
 /// <summary>
 /// 从服务器接接到响应
 /// </summary>
 /// <param name="response"></param>
 public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
 {
     object subobject;
     response.Parameters.TryGetValue((byte)ParameterCode.SubCode, out subobject);
     SubCode subCode = (SubCode)subobject;
     switch (subCode)
     {
         case SubCode.GetTask:
             List<TaskDB> list = ParameterTool.GetParameters<List<TaskDB>>(response.Parameters, ParameterCode.TaskdbList);
             if (OnGetTaskList != null)
             {
                 OnGetTaskList(list);
             }
             break;
         case SubCode.AddTask:
             TaskDB taskDB = ParameterTool.GetParameters<TaskDB>(response.Parameters, ParameterCode.Taskdb);
             if (OnAddTask != null)
             {
                 if (response.ReturnCode == (short)ReturnCode.Success)
                 {
                     OnAddTask(taskDB);
                 }
             }
             break;
         case SubCode.UpdateTask:
             if (OnUpdateTask != null)
             {
                 if (response.ReturnCode == (short)ReturnCode.Success)
                     OnUpdateTask();
             }
             break;
     }
 }
コード例 #2
0
 public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response) {
     SubCode subCode = ParameterTool.GetParameters<SubCode>(response.Parameters, ParameterCode.SubCode, false);
     switch(subCode)
     {
         case SubCode.SendTeam:
             if(response.ReturnCode==(short)ReturnCode.GetTeam)
             {
                 List<Role> list = ParameterTool.GetParameters<List<Role>>(response.Parameters, ParameterCode.RoleList);
                 int masterRoleID = ParameterTool.GetParameters<int>(response.Parameters, ParameterCode.MasterRoleID,false);
                 //组队成功
                 if(OnGetTeam!=null)
                     OnGetTeam(list,masterRoleID);
             }
             else if(response.ReturnCode==(short)ReturnCode.WaitTeam)
             {
                 if(OnWaitTeam!=null)
                     OnWaitTeam();
                 //正在组队
             }
             break;
         case SubCode.CancelTeam:
             if(OnCancelTeam!=null&&response.ReturnCode==(short)ReturnCode.Success)
             {
                 OnCancelTeam();
             }
             break;
     }
 }
コード例 #3
0
ファイル: TaskDBController.cs プロジェクト: vin120/TaiDou
    public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
    {
        SubCode subCode = ParameterTool.GetParameter<SubCode>(response.Parameters,ParameterCode.SubCode,false);
        switch (subCode)
        {
            case SubCode.GetTaskDB:
                List<TaskDB> list = ParameterTool.GetParameter<List<TaskDB>>(response.Parameters,
                    ParameterCode.TaskDBList);
                if (OnGetTaskDBList != null)
                {
                    OnGetTaskDBList(list);
                }
                break;
            case SubCode.AddTaskDB:
                TaskDB taskDB = ParameterTool.GetParameter<TaskDB>(response.Parameters, ParameterCode.TaskDB);
                if (OnAddTaskDB != null)
                {
                    OnAddTaskDB(taskDB);
                }
                break;

            case SubCode.UpdateTaskDB:
                if (OnUpdateTaskDB != null)
                {
                    OnUpdateTaskDB();
                }
                break;
        }

    }
コード例 #4
0
ファイル: UIRoomView.cs プロジェクト: Solestis/SpyGameUnity5
 /// <summary>
 /// On recieving a mission through the PhotonNetwork, configure the newMissionWindow and activate the newMissionButton, both linked in Editor.
 /// </summary>
 /// <param name="missionData"></param>
 private void OnMissionRecieved(ExitGames.Client.Photon.Hashtable missionData)
 {
     object value;
     if (missionData.TryGetValue("missionTitle", out value))
     {
         newMissionWindow.titleText.text = value as string;
     }
     if (missionData.TryGetValue("missionDescription", out value))
     {
         newMissionWindow.descriptionText.text = value as string;
     }
     newMissionButton.gameObject.SetActive(true);
 }
コード例 #5
0
 public override void OnPhotonCustomRoomPropertiesChanged(ExitGames.Client.Photon.Hashtable propertiesThatChanged)
 {
     foreach( string key in propertiesThatChanged.Keys ) {
         Debug.Log("Outer Room PropertyChanged -> " + key + " : " + propertiesThatChanged[key]);
         if ( photonView.isMine && (string)propertiesThatChanged[key] == "ready" ) {
             Debug.Log("Inner Room PropertyChanged -> " + key + " : " + propertiesThatChanged[key]);
             readyCount += 1;
             if ( readyCount == GameManager.Instance.maxPlayer) {
                 this.photonView.RPC("BattleStart", PhotonTargets.All, PhotonNetwork.time + 5 );
             }
         }
     }
 }
コード例 #6
0
        public override void OnEvent(ExitGames.Client.Photon.EventData eventData)
        {
            if (Enum.IsDefined(typeof(LoadBalancingEnums.EventCode), eventData.Code))
            {
                Counters.ReliableEventsReceived.Increment();
                WindowsCounters.ReliableEventsReceived.Increment();
            }

            else
            {
                base.OnEvent(eventData);
            }
        }
コード例 #7
0
 public void DebugReturn(ExitGames.Client.Photon.DebugLevel level, string message)
 {
     if (level == ExitGames.Client.Photon.DebugLevel.ERROR)
     {
         UnityEngine.Debug.LogError(message);
     }
     else if (level == ExitGames.Client.Photon.DebugLevel.WARNING)
     {
         UnityEngine.Debug.LogWarning(message);
     }
     else
     {
         UnityEngine.Debug.Log(message);
     }
 }
コード例 #8
0
ファイル: Utils.cs プロジェクト: Barnaff/NetherWars2
 public static string HashToString(ExitGames.Client.Photon.Hashtable hash)
 {
     string output = "";
     foreach (object key in hash.Keys)
     {
         if (key is ExitGames.Client.Photon.Hashtable)
         {
             output += "{" + HashToString((ExitGames.Client.Photon.Hashtable)key) + "}";
         }
         else
         {
             output += "{" + key.ToString() + ":" + hash[key] + "}";
         }
     }
     return output;
 }
コード例 #9
0
 public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
 {
     MessageManager._instance.ShowMessage(response.DebugMessage);
     switch(response.ReturnCode)
     {
         case (short)ReturnCode.Success:
             StartmenuController.instance.HideLogin();
             StartmenuController.instance.label_start_user.text = user.UserName;
             StartmenuController.instance.ShowStartMenu();
             StartmenuController.instance.isLogin = true;
             break;
         case (short)ReturnCode.Fail:
             StartmenuController.instance.isLogin = false;
             break;
     }
 }
コード例 #10
0
ファイル: RegisterController.cs プロジェクト: vin120/TaiDou
    public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
    {

        switch (response.ReturnCode)
        {
            case (short)ReturnCode.Fail:
                MessageManager._instance.ShowMessage(response.DebugMessage,2);
                break;
            case (short)ReturnCode.Success:
                MessageManager._instance.ShowMessage("注册成功",2);
                controller.HideRegisterPanel();
                controller.ShowStartPanel();
                controller.usernameLabelStart.text = user.Username;
                break;
        }

    }
コード例 #11
0
ファイル: Assignment.cs プロジェクト: Solestis/SpyGameUnity5
    /// <summary>
    /// Initializes a new instance of the <see cref="Assignment"/> class. Retrieves and deletes the target location and description from data. The remainder of data is saved as typeData.
    /// </summary>
    /// <param name="sequenceN">The sequence number of the assignment.</param>
    /// <param name="type">The type of assignment, must correspond with and assignment scene.</param>
    /// <param name="data">Hashtable containing the rest of the assignment data, including type specific data.</param>
    public Assignment(int sequenceN, string type, ExitGames.Client.Photon.Hashtable data = null)
    {
        assignmentType = type;
        sequenceNumber = sequenceN;

        assignmentState = Assignment.STATE_NEW;

        if (data != null)
        {
            object value;
            if (data.TryGetValue("missionDescription", out value))
            {
                description = (string)value;
                data.Remove("missionDescription");
            }
            typeData = data;
        }
    } 
コード例 #12
0
    public override void OnDisconnect(GameControllerBase mainGame, ExitGames.Client.Photon.StatusCode returnCode)
    {
        base.OnDisconnect(mainGame, returnCode);

        _isDisconnected = true;
        _counter = 10;  // 10 seconds countdown

        Debug.Log("MainGame: Disconnected with returnCode " + returnCode);

        WindowManager.IsVisible = false;

        Messenger<string>.Broadcast(Messages.BANNER_CHANGE, "GUI/Banner/ditu_bg");
        Messenger<bool>.Broadcast(Messages.BANNER_SETVISIBILITY, true);

        PBGameMaster.GameState = GameStateType.Disconnected;

        //mainGame.Clear();

        _countdownTimer.Start();
    }
コード例 #13
0
 public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response) {
     SubCode subCode = ParameterTool.GetParameters<SubCode>(response.Parameters, ParameterCode.SubCode, false);
     //Debug.Log("InventoryItemDB:"+subCode);
     switch(subCode)
     {
         case SubCode.GetInventoryItemDB:
             List<InventoryItemDB> list
                 =ParameterTool.GetParameters<List<InventoryItemDB>>(response.Parameters, ParameterCode.InventoryItemdbList);
             //Debug.Log(list);
             if (list==null||list.Count==0)
             {
                 //Debug.Log("数据库没有装备信息");
                 return;
             } 
             if(OnGetInventoryItemDB!=null)
             {
                 OnGetInventoryItemDB(list);
             }
             break;
         case SubCode.AddInventoryItemDB:
             InventoryItemDB itemDB = ParameterTool.GetParameters<InventoryItemDB>(response.Parameters, ParameterCode.InventoryItemdb);
             if (OnAddInventoryItemDB != null)
                 OnAddInventoryItemDB(itemDB);
             break;
         case SubCode.UpdateInventoryItemDB:
             OnUpdateInventoryItemDB();
             break;
         case SubCode.UpdateInventoryItemDBList:
             if (OnUpdateInventoryItemDBList!=null)
                 OnUpdateInventoryItemDBList();
             break;
         case  SubCode.GetShopInventoryDBList:
             List<ShopInventoryDB> shoplist
               = ParameterTool.GetParameters<List<ShopInventoryDB>>(response.Parameters, ParameterCode.ShopInventorydbList);
             if(OnGetShopInventoryDB!=null)
             {
                 OnGetShopInventoryDB(shoplist);
             }
             break;
     }
 }
コード例 #14
0
ファイル: SkillDBController.cs プロジェクト: vin120/TaiDou
    public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
    {

        SubCode subCode = ParameterTool.GetSubCode(response.Parameters);
        switch (subCode)
        {
            case SubCode.Add:
                SkillDB skillDB = ParameterTool.GetParameter<SkillDB>(response.Parameters, ParameterCode.SkillDB);
                if (OnAddSkillDB != null)
                {
                    OnAddSkillDB(skillDB);                   
                }
                break;

            case SubCode.Get:
                List<SkillDB> list = ParameterTool.GetParameter<List<SkillDB>>(response.Parameters,
                    ParameterCode.SkillDBList);
                if (OnGetSkillDBList != null)
                {
                    OnGetSkillDBList(list);
                }
                break;

            case SubCode.Update:
                if (OnUpdateSkillDB != null)
                {
                    OnUpdateSkillDB();
                }
                break;

            case SubCode.Upgrade:
                SkillDB skillDB2 = ParameterTool.GetParameter<SkillDB>(response.Parameters, ParameterCode.SkillDB);
                if (OnUpgradeSkillDB != null)
                {
                    OnUpgradeSkillDB(skillDB2);
                }

                break;

        }
    }
コード例 #15
0
ファイル: RoleController.cs プロジェクト: vin120/TaiDou
 //得到响应
 public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
 {
     SubCode subcode = ParameterTool.GetParameter<SubCode>(response.Parameters, ParameterCode.SubCode,false);
     switch (subcode)
     {
         case SubCode.GetRole:
             List<Role> list = ParameterTool.GetParameter<List<Role>>(response.Parameters, ParameterCode.RoleList);
             OnGetRole(list);
             break;
         case SubCode.AddRole:
             Role role = ParameterTool.GetParameter<Role>(response.Parameters, ParameterCode.Role);
             OnAddRole(role);
             break;
         case SubCode.SelectRole:
             if (OnSelectRole != null)
             {
                 OnSelectRole();
             }
             break;
     }
 }
コード例 #16
0
    public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
    {
        object subobject;
        response.Parameters.TryGetValue((byte)ParameterCode.SubCode, out subobject);
        SubCode subCode = (SubCode)subobject;
        switch(subCode)
        {
            case SubCode.GetRole:
                switch(response.ReturnCode)
                {
                    case (short)ReturnCode.Success:
                        List<Role> list = ParameterTool.GetParameters<List<Role>>(response.Parameters, ParameterCode.RoleList);
                        OnGetRole(list);
                        break;
                    case (short)ReturnCode.Empty:
                        OnGetEmptyRole();//当服务器没有该角色信息的时候跳转到创建角色的界面。
                        break;
                }
                break;
            case SubCode.AddRole:
                switch(response.ReturnCode)
                {
                    case (short)ReturnCode.Success:
                        Role role =ParameterTool.GetParameters<Role>(response.Parameters,ParameterCode.Role);
                        OnAddRole(role);
                        break;
                    case (short)ReturnCode.Fail:
                        //添加角色失败
                        MessageManager._instance.SendMessage(response.DebugMessage);
                        break;
                }
                break;
            case SubCode.SelectRole:
                if (OnseletRole != null)
                    OnseletRole();
                break;

        }

    }
コード例 #17
0
ファイル: NetworkManager.cs プロジェクト: Barnaff/NetherWars2
 public void SetPlayersCards(ExitGames.Client.Photon.Hashtable cardsData)
 {
     Debug.Log("setting cards data: " + cardsData);
     PhotonNetwork.room.SetCustomProperties(cardsData);
 }
コード例 #18
0
ファイル: TestClient.cs プロジェクト: JerryBian/PhotonSample
        public void OnOperationResponse(ExitGames.Client.Photon.OperationResponse operationResponse)
        {
            var response = new OperationResponse {
                    OperationCode = operationResponse.OperationCode,
                    Parameters = operationResponse.Parameters,
                    ReturnCode = operationResponse.ReturnCode,
                    DebugMessage = operationResponse.DebugMessage,
                };

            if (log.IsDebugEnabled)
            {
                LogOperationResponse(response);
            }

            this.operationResponseQueue.Enqueue(response);

            OnResponseReceived(this, response);
        }
コード例 #19
0
ファイル: TestClient.cs プロジェクト: JerryBian/PhotonSample
        public void OnEvent(ExitGames.Client.Photon.EventData @event)
        {
            var eventData = new EventData { Code = @event.Code, Parameters = @event.Parameters };
            if (log.IsDebugEnabled)
            {
                log.Debug("EventReceived");
                LogHelper.WriteDictionaryContent(eventData.Parameters, 0);
            }

            this.eventQueue.Enqueue(eventData);

            OnEventReceived(this, eventData);
        }
コード例 #20
0
ファイル: Lobby.cs プロジェクト: Nixhatter/CampusSurvival
 void OnFailedToConnectToPhoton(ExitGames.Client.Photon.StatusCode status)
 {
     Debug.Log("Failed to connect to Photon: " + status);
     failConnectMesage = "Failed to connect to Photon: " + status;
 }
コード例 #21
0
 public void DebugReturn(ExitGames.Client.Photon.DebugLevel level, string message)
 {
     Debug.Log(message);
 }
コード例 #22
0
		public void OnWebRpcResponse(ExitGames.Client.Photon.OperationResponse response){
			Publish (this);
		}
コード例 #23
0
ファイル: vp_MPMaster.cs プロジェクト: Bakiet/EvilAwakening
	/// <summary>
	/// dumps a game state hashtable to the console
	/// </summary>
	public static void DumpGameState(ExitGames.Client.Photon.Hashtable gameState)
	{

		string s = "--- GAME STATE ---\n(click to view)\n\n";

		if (gameState == null)
		{
			Debug.Log("DumpGameState: Passed gamestate was null: assembling full gamestate.");
			gameState = AssembleGameState();
		}

		foreach (object key in gameState.Keys)
		{
			if (key.GetType() == typeof(int))
			{
				object player;
				gameState.TryGetValue(key, out player);
				s += vp_MPNetworkPlayer.GetName((int)key) + ":\n";

				foreach (object o in ((ExitGames.Client.Photon.Hashtable)player).Keys)
				{
					s += "\t\t" + (o.ToString()) + ": ";
					object val;
					((ExitGames.Client.Photon.Hashtable)player).TryGetValue(o, out val);
					s += val.ToString().Replace("(System.String)", "") + "\n";
				}
			}
			else
			{
				object val;
				gameState.TryGetValue(key, out val);
				s += key.ToString() + ": " + val.ToString();
			}
			s += "\n";
		}

		UnityEngine.Debug.Log(s);

	}
コード例 #24
0
ファイル: vp_MPMaster.cs プロジェクト: Bakiet/EvilAwakening
	protected virtual void ReceivePlayerState(ExitGames.Client.Photon.Hashtable gameState, PhotonMessageInfo info)
	{

		//Debug.Log("GOT PLAYER STATE!");

		if ((info.sender != PhotonNetwork.masterClient) ||
			(info.sender.isLocal))
			return;

		// -------- refresh stats of all included players --------

		foreach (vp_MPNetworkPlayer player in vp_MPNetworkPlayer.Players.Values)
		{

			if (player == null)
				continue;

			object stats;
			if (gameState.TryGetValue(player.ID, out stats) && (stats != null))
				player.Stats.SetFromHashtable((ExitGames.Client.Photon.Hashtable)stats);
			//else
			//    vp_MPDebug.Log("Failed to extract player " + player.ID + " stats from gamestate");

		}

		// -------- refresh all teams --------

		if(vp_MPTeamManager.Exists)
			vp_MPTeamManager.Instance.RefreshTeams();

	}
コード例 #25
0
ファイル: vp_MPMaster.cs プロジェクト: Bakiet/EvilAwakening
	protected virtual void ReceiveGameState(ExitGames.Client.Photon.Hashtable gameState, PhotonMessageInfo info)
	{

		//vp_MPDebug.Log("GOT FULL GAMESTATE!");

		//DumpGameState(gameState);

		if ((info.sender != PhotonNetwork.masterClient) ||
			(info.sender.isLocal))
			return;

		//vp_MPDebug.Log("Gamestate updated @ " + info.timestamp);
		//Debug.Log("Gamestate updated @ " + info.timestamp);

		// -------- extract game phase, game time and duration --------

		// TODO: make generic method 'ExtractStat' that does this
		object phase;
		if ((gameState.TryGetValue("Phase", out phase) && (phase != null)))
			Phase = (GamePhase)phase;

		object timeLeft;
		object duration;
		if ((gameState.TryGetValue("TimeLeft", out timeLeft) && (timeLeft != null))
			&& (gameState.TryGetValue("Duration", out duration) && (duration != null)))
			vp_MPClock.Set((float)timeLeft, (float)duration);

		// -------- instantiate missing player prefabs --------

		vp_MPPlayerSpawner.Instance.InstantiateMissingPlayerPrefabs(gameState);
		
		// -------- refresh stats of all players --------

		ReceivePlayerState(gameState, info);

		// -------- refresh health of all non-player damage handlers --------

		foreach (vp_DamageHandler d in vp_DamageHandler.Instances.Values)
		{
			if (d == null)
				continue;
			if (d is vp_PlayerDamageHandler)
				continue;
			PhotonView p = d.GetComponent<PhotonView>();
			if (p == null)
				continue;
			object currentHealth;
			if (gameState.TryGetValue(-p.viewID, out currentHealth) && (currentHealth != null))
			{
				d.CurrentHealth = (float)currentHealth;
				if (d.CurrentHealth <= 0.0f)
					vp_Utility.Activate(d.gameObject, false);
			}
			else
				vp_MPDebug.Log("Failed to extract health of damage handler " + p.viewID + " from gamestate");
		}

		// -------- disable any pickups noted as currently disabled in the state --------

		//vp_MPDebug.Log("DISABLED PICKUPS: " + vp_MPPickupManager.Instance.Pickups.Keys.Count);

		foreach (int id in vp_MPPickupManager.Instance.Pickups.Keys)
		{

			List<vp_ItemPickup> p;
			vp_MPPickupManager.Instance.Pickups.TryGetValue(id, out p);
			if ((p == null) || (p.Count < 1) || p[0] == null)
				continue;

			object isDisabled;
			if (gameState.TryGetValue(id, out isDisabled) && (isDisabled != null))
				vp_Utility.Activate(p[0].transform.gameObject, false);

		}
		
		// -------- refresh all teams --------

		if(vp_MPTeamManager.Exists)
			vp_MPTeamManager.Instance.RefreshTeams();

	}
コード例 #26
0
ファイル: vp_MPMaster.cs プロジェクト: Bakiet/EvilAwakening
	/// <summary>
	/// pushes the master client's version of the game state and all
	/// player stats onto another client. if 'player' is null, the game
	/// state will be pushed onto _all_ other clients. 'gameState' can
	/// optionally be provided for cases where only a partial game state
	/// (a few stats on a few players) needs to be sent. by default the
	/// method will assemble and broadcast all stats of all players.
	/// </summary>
	public void TransmitGameState(PhotonPlayer targetPlayer, ExitGames.Client.Photon.Hashtable gameState = null)
	{
		
		if (!PhotonNetwork.isMasterClient)
			return;

		//DumpGameState(gameState);

		// if no (partial) gamestate has been provided, assemble and
		// broadcast the entire gamestate
		if (gameState == null)
			gameState = AssembleGameState();

		//DumpGameState(gameState);

		if (targetPlayer == null)
		{
			//Debug.Log("sending to all" + Time.time);
			photonView.RPC("ReceiveGameState", PhotonTargets.Others, (ExitGames.Client.Photon.Hashtable)gameState);
		}
		else
		{
			//Debug.Log("sending to " + targetPlayer + "" + Time.time);
			photonView.RPC("ReceiveGameState", targetPlayer, (ExitGames.Client.Photon.Hashtable)gameState);
		}

		if (vp_MPTeamManager.Exists)
			vp_MPTeamManager.Instance.RefreshTeams();

	}
コード例 #27
0
		void IPunCallbacks.OnWebRpcResponse(ExitGames.Client.Photon.OperationResponse response){}
コード例 #28
0
		void IPunCallbacks.OnPhotonCustomRoomPropertiesChanged(ExitGames.Client.Photon.Hashtable propertiesThatChanged){}
コード例 #29
0
ファイル: vp_MPMaster.cs プロジェクト: Bakiet/EvilAwakening
	/// <summary>
	/// pushes the master client's version of the game state and all
	/// player stats onto all other clients. 'gameState' can optionally
	/// be provided for cases where only a partial game state (a few
	/// stats on a few players) needs to be sent. by default the method
	/// will assemble and broadcast all stats of all players.
	/// </summary>
	public void TransmitGameState(ExitGames.Client.Photon.Hashtable gameState = null)
	{
		TransmitGameState(null, gameState);
	}
コード例 #30
-1
    //处理响应
    public override void OnOperationResponse(ExitGames.Client.Photon.OperationResponse response)
    {
        SubCode subcode = ParameterTool.GetParameter<SubCode>(response.Parameters, ParameterCode.SubCode, false);
        switch (subcode)
        {
                //查询
            case SubCode.GetInventoryItemDB:
                List<InventoryItemDB> list = ParameterTool.GetParameter<List<InventoryItemDB>>(response.Parameters,ParameterCode.InventoryItemDBList);
                if (OnGetInventoryItemDBList != null)
                {
                    OnGetInventoryItemDBList(list);
                }
                break;

                //添加
            case SubCode.AddInventoryItemDB:
                if (OnAddInventoryItemDB != null)
                {
                    InventoryItemDB itemDB = ParameterTool.GetParameter<InventoryItemDB>(response.Parameters,ParameterCode.InventoryItemDB);
                    OnAddInventoryItemDB(itemDB);
                }
                break;

                //更新,一个的情况
            case SubCode.UpdateInventoryItemDB:
                if (OnUpdateInventoryItemDB != null)
                {
                    OnUpdateInventoryItemDB();
                }
                break;

                //更新,两个的情况
            case SubCode.UpdateInventoryItemDBList:
                if (OnUpdateInventoryItemDBList != null)
                {
                    OnUpdateInventoryItemDBList();
                }

                break;

                //装备升级
            case SubCode.UpgradeEquip:
                if (OnUpgradeEquip != null)
                {
                    OnUpgradeEquip();
                }
                break;
        }
    }