// 玩家模块总是最优先捕获游戏货币变化消息 void _Packet_999(ScRoleMoneyInfo p) { var type = (CurrencySubType)p.type; uint old = 0; switch (type) { case CurrencySubType.Gold: old = m_roleInfo.coin; m_roleInfo.coin = p.num; m_coinCount = p.num; if (m_coinCount > old && moduleForging.InsoulItem != null) { moduleForging.InsoulGold += (int)(m_coinCount - old); } break; case CurrencySubType.Diamond: old = m_roleInfo.diamond; m_roleInfo.diamond = p.num; m_gemCount = p.num; break; case CurrencySubType.WishCoin: old = m_roleInfo.wishCoin; m_roleInfo.wishCoin = p.num; m_wishCoinCount = p.num; break; case CurrencySubType.PetSummonStone: old = m_roleInfo.summonStone; m_roleInfo.summonStone = p.num; m_petSummonStone = p.num; break; case CurrencySubType.HeartSoul: old = m_roleInfo.mind; m_roleInfo.mind = p.num; m_heartSoul = p.num; break; case CurrencySubType.FriendPoint: old = m_roleInfo.friendShipPoint; m_roleInfo.friendShipPoint = p.num; m_friendPoint = p.num; break; case CurrencySubType.UnionContribution: old = m_roleInfo.unionContribution; m_roleInfo.unionContribution = p.num; m_unionContribution = p.num; break; } DispatchModuleEvent(EventCurrencyChanged, type, (int)p.num - (int)old); }
void _Packet(ScRoleMoneyInfo p) { moduleHome.UpdateIconState(HomeIcons.Skill, NeedNotice); }