private void GoodsOperateSmeltHandle(INotifyArgs inotifyArgs) { SMsgGoodsOperateEquipmentStrength_SC sMsgGoodsOperateEquipmentStrength_SC = (SMsgGoodsOperateEquipmentStrength_SC)inotifyArgs; GameObject eff = null; if (sMsgGoodsOperateEquipmentStrength_SC.bySucess == 0) { //失败 SoundManager.Instance.PlaySoundEffect("Sound_UIEff_Equipment_Fail"); eff = m_currStrenghType == PackBtnType.Strength?StrengthFailedEff:StarUpgradeFailedEff; } else { //成功 SoundManager.Instance.PlaySoundEffect("Sound_UIEff_Equipment_Success"); m_equipListBehaviour.StrenAndStarUpgradeSuccess(); eff = m_currStrenghType == PackBtnType.Strength?StrengthSuccessEff:StarUpgradeSuccessEff; if (m_currStrenghType == PackBtnType.StarUpgrade) { var starUpgradePos = m_equipListBehaviour.CurrrEquipDetails.m_equipItemMainProperty.StarLev.transform.position; StartCoroutine(GoodsOperateSmeltEff(StrengthUpgradeEff, starUpgradePos)); } } StartCoroutine(GoodsOperateSmeltEff(eff, null)); var byStrengthType = (Equipment_Strength_Type)sMsgGoodsOperateEquipmentStrength_SC.byStrengthType; TraceUtil.Log(SystemModel.Rocky, (byStrengthType == Equipment_Strength_Type.EQUIPMENT_NORMAL_STRENGTH_TYPE?"普通强化返回":"星阶升级返回") + sMsgGoodsOperateEquipmentStrength_SC.bySucess.ToString()); }
/// <summary> /// S发送强化应答给C /// </summary> /// <param name="dataBuffer"></param> /// <param name="socketID"></param> /// <returns></returns> CommandCallbackType ReceiveGoodsOperate_SmeltCommand(byte[] dataBuffer, int socketID) { var sMsgGoodsOperateEquipmentStrength_SC = SMsgGoodsOperateEquipmentStrength_SC.ParseResultPackage(dataBuffer); RaiseEvent(EventTypeEnum.GoodsOperateSmelt.ToString(), sMsgGoodsOperateEquipmentStrength_SC); return(CommandCallbackType.Continue); }
public byte bySucess; //强化是否成功(0表示失败,1表示成功) public static SMsgGoodsOperateEquipmentStrength_SC ParseResultPackage(byte[] pkgData) { var entity = new SMsgGoodsOperateEquipmentStrength_SC(); entity.byStrengthType = pkgData[0]; entity.bySucess = pkgData[1]; return(entity); }
/// <summary> /// 升星强化成功 /// </summary> /// <param name="inotifyArgs">Inotify arguments.</param> private void GoodsOperateSmeltHandle(INotifyArgs inotifyArgs) { SMsgGoodsOperateEquipmentStrength_SC sMsgGoodsOperateEquipmentStrength_SC = (SMsgGoodsOperateEquipmentStrength_SC)inotifyArgs; m_isStrengthBack = true; GameObject eff = null; if (sMsgGoodsOperateEquipmentStrength_SC.bySucess == 0) { //失败 SoundManager.Instance.PlaySoundEffect("Sound_UIEff_Equipment_Fail"); if (EquipmentUpgradeDataManger.Instance.CurrentType == UpgradeType.Strength) { eff = StrengthFailedEff; } else { eff = StarUpgradeFailedEff; } } else { ContainerInfomanager.Instance.CheckShowEquipmentEff(); SoundManager.Instance.PlaySoundEffect("Sound_UIEff_Equipment_Success"); if (EquipmentUpgradeDataManger.Instance.CurrentType == UpgradeType.Strength) { eff = StrengthSuccessEff; } else { eff = StarUpgradeSuccessEff; } RefreshEachListItem(); } eff.SetActive(true); var byStrengthType = (Equipment_Strength_Type)sMsgGoodsOperateEquipmentStrength_SC.byStrengthType; Point_Eff.ClearChild(); StartCoroutine(GoodsOperateSmeltEff(eff, null)); TraceUtil.Log(SystemModel.Rocky, (byStrengthType == Equipment_Strength_Type.EQUIPMENT_NORMAL_STRENGTH_TYPE?"普通强化返回":"星阶升级返回") + sMsgGoodsOperateEquipmentStrength_SC.bySucess.ToString()); }