/// <summary> /// 操作返回 /// </summary> public void OperationBack(MsgTalentOperation msg) { if (msg.M_TalentCode == TalentCode.UpLevel) { Debug.Log("dddddddd" + msg.Tid); if (m_TalentProxy.GetTalentVODic().TryGetValue(msg.Tid, out TalentVO talentVO)) { talentVO.MTalentElement.PlayUpLevel(); } } }
/// <summary> /// 发送操作指令 /// </summary> /// <param name="code">指令</param> /// <param name="tid">tid</param> public async void GetTalentOperation(TalentCode code, ulong tid) { Debug.Log(tid + "------->>>>>发送操作天赋指令" + code); TalentOperationResponse getTalentInfosResponse = await TalentOperationRPC.TalentOperation((uint)code, tid); Debug.Log("------->>>>>接收操作天赋" + getTalentInfosResponse.Success); if (code == TalentCode.Reset || code == TalentCode.StopUse) { ResetLevelData((uint)tid); } if (getTalentInfosResponse.Success != null && getTalentInfosResponse.Success.Success_.ErrorCode == 0) { m_TalentNodes.Clear(); m_TalentNodes = getTalentInfosResponse.Success.Success_.Nodes; int errorCode = getTalentInfosResponse.Success.Success_.ErrorCode; DebugErrorCode(errorCode); for (int i = 0; i < m_TalentNodes.Count; i++) { TalentVO talentVO = null; if (m_TalentVODic.TryGetValue(m_TalentNodes[i].Tid, out talentVO)) { talentVO.Level = (int)m_TalentNodes[i].Level; talentVO.Type = (int)m_TalentNodes[i].Type; talentVO.MaxLevel = (int)m_TalentNodes[i].Maxlevel; SetTalentState(talentVO); } else { Debug.Log("本地没有这个数据"); } } } else { Debug.Log("没有数据"); } MsgTalentOperation msgTalentOperation = new MsgTalentOperation(); msgTalentOperation.M_TalentCode = code; msgTalentOperation.Tid = (uint)tid; if (getTalentInfosResponse.Success.Success_.ErrorCode == 0) { GameFacade.Instance.SendNotification(NotificationName.MSG_TALENT_OPERATION, msgTalentOperation); } }