public static void Send_Invitation_Notify_Friend(bool accepted) { Friend_resInvNotify xmsg = new Friend_resInvNotify(); xmsg.m_iOptID1 = Network.playerid; xmsg.m_iOptID2 = Network.Invitation_id; xmsg.accept = accepted; byte[] msgBytes; using (MemoryStream stream = new MemoryStream()) { ProtoBuf.Serializer.Serialize(stream, xmsg); msgBytes = stream.ToArray(); } ClientHeader header = new ClientHeader(); header = GetHeader(MessageID.MSG_FRIEND_OPT_INV, msgBytes.Length); connector.SendMsg(header, msgBytes); }
public static void MSG_FRIEND_OPT_INV(NetworkMsg msg) { Friend_resInvNotify res = new Friend_resInvNotify(); using (MemoryStream stream = new MemoryStream(msg.data)) { res = ProtoBuf.Serializer.Deserialize <Friend_resInvNotify>(stream); } if (res.resultID == (int)ResultID.result_id_success && res.accept == true) { //准备界面 //Network.gamemode = BattleType.NORMAL_PVP; //EventDispatcher.DispatchEvent("EventShowPrepareUI", null, null); } else if (res.resultID == (int)ResultID.result_id_success && res.accept == false) //拒绝 { if (Network.playerid == res.m_iOptID2) { //弹窗被拒绝 EventDispatcher.DispatchEvent("EventShowMessageUIwithRefuseInvitation", null, null); } } }