コード例 #1
0
    public void ReqRename(MsgPack pack)
    {
        ReqRename    data = (ReqRename)pack.msg;
        SCPacketBase msg  = new RspRename();

        if (cacheSvc.IsNameExist(data.Name))
        {
            //名字是否已经存在
            //存在:返回错误码
            msg.error = (int)ErrorCode.NameIsExist;
        }
        else
        {
            //不存在:更新缓存,以及数据库,再返回给客户端
            PlayerData playerData = cacheSvc.GetPlayerDataBySession(pack.session);
            playerData.Name = data.Name;
            if (!cacheSvc.UpdatePlayerData(playerData.Id, playerData))
            {
                msg.error = (int)ErrorCode.UpdateDBError;
            }
            else
            {
                msg = new RspRename {
                    Name = data.Name
                };
            }
        }
        pack.session.SendMsg(msg);
    }
コード例 #2
0
    public void RspRename(NetMsg msg)
    {
        RspRename rspData = msg.RspRename;

        mGameRoot.mCreateWnd.SetWndState(false);
        MainCitySys.Instance.EnterMainCity();

        Debug.Log("RspRename : " + msg.RspRename.name);
    }
コード例 #3
0
ファイル: LoginSys.cs プロジェクト: zht0222/Unity-DarkGod
    public void RspRename(GameMsg msg)
    {
        RspRename data = msg.val as RspRename;

        GameRoot.Instance.SetPlayerName(data.name);

        //关闭创建界面
        createWnd.SetWndState(false);
        //跳转场景进入主城
        MainCitySys.Instance.EnterMainCity();
    }
コード例 #4
0
    private void RspRename(object sender, GameEventArgs e)
    {
        OnReceiveSCPacketBaseEventArgs ne = e as OnReceiveSCPacketBaseEventArgs;

        if (ne.msgID != CMD.RspRename)
        {
            return;
        }
        RspRename rspRename = (RspRename)ne.scPacketBase;

        PECommon.SetPlayerName(rspRename.Name);

        //跳转场景进入主城
        m_procedureOwner.SetData <VarInt>(Constant.ProcedureData.NextSceneId, (int)SceneId.SceneMainCity);
        ChangeState <ProcedureChangeScene>(m_procedureOwner);
        //关闭创建界面
        GameEntry.UI.CloseUIForm(UIFormId.CreateForm);
    }