コード例 #1
0
    public void GainAllPlant()
    {
        List <int> allIndexList = canGainLandList;

        //此处必须用一个变量缓存收获列表 因为在收获成功后 会删除canGainLandList 造成数据混乱
        for (int i = 0; i < allIndexList.Count; i++)
        {
            stGainFramHomeUserCmd_CS cmd = new stGainFramHomeUserCmd_CS();
            cmd.land_id = (uint)allIndexList[i];
            NetService.Instance.Send(cmd);
        }
    }
コード例 #2
0
    public void OnGainPlant(stGainFramHomeUserCmd_CS cmd)
    {
        ItemDataBase db = GameTableManager.Instance.GetTableItem <ItemDataBase>((uint)cmd.fruit_id);

        if (db != null)
        {
            TipsManager.Instance.ShowTipsById(114502, db.itemName, cmd.num);
            int  seedID    = (int)cmd.seed_id;
            int  landIndex = (int)cmd.land_id;
            long entityID  = 0;
            SetLandEntityState(landIndex, (int)LandState.Idle);
            HomeEntityInfo info = GetHomeEntityByIndex(EntityType.EntityType_Plant, landIndex, out entityID);
            if (entityID != 0)
            {
                DeleteHomeEntity(entityID);
            }
            DeleteCanCainLand(landIndex);
            DeletePlantAndAnimalRemainTime(landIndex);
        }
        RefreshLandUI();
    }
コード例 #3
0
    public void GainOnePlant(int index = 0)
    {
        if (canGainLandList.Count > 0)
        {
            stGainFramHomeUserCmd_CS cmd = new stGainFramHomeUserCmd_CS();

            if (index != 0)
            {
                cmd.land_id = (uint)index;
            }
            else
            {
                cmd.land_id = (uint)canGainLandList[0];
            }
            NetService.Instance.Send(cmd);
        }
        else
        {
            TipsManager.Instance.ShowTips("没有东西可收获");
        }
    }
コード例 #4
0
 public void OnGainPlant(stGainFramHomeUserCmd_CS cmd)
 {
     DataManager.Manager <HomeDataManager>().OnGainPlant(cmd);
 }