public uint Execute(PacketDistributed ipacket) { GC_LOGIN_RET packet = (GC_LOGIN_RET)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic UnityEngine.Debug.Log("packet.Result : " + packet.Result); switch (packet.Result) { case 1: SetProxy(packet); EventManager.GetInstance().SendEvent(EventId.PlayerProxyUpdate, null); break; case 3: LogModule.ErrorLog("壮哥,3了!"); break; case 8: CG_CREATEROLE p = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE); Random ran = new Random(); int RandKey = ran.Next(1, 999); p.SetName("TestRole" + RandKey); p.SetGender(0); p.SendPacket(); break; } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
//发送创建角色请求 public void SendCGCreateRole(string account, string password) { CG_CREATEROLE packet = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE); packet.SetName(account); packet.SetGender(1); packet.SendPacket(); }
//发送创建角色请求 public void SendCGCreateRole() { CG_CREATEROLE packet = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE); packet.SetName(values [0].text); packet.SetGender(int.Parse(values [1].text)); packet.SendPacket(); }
void SendCreateRole() { if (m_CurRoleIndex == 2) { GUIData.AddNotifyData("#{10012}"); return; } int nChooseRole = GetRealProfessionID(m_ChooseIndex); if (nChooseRole < 0) { MessageBoxLogic.OpenOKBox(10012, 1000); return; } // 播放过场动画需要职业信息,用于切换过场动画中的模型 GameManager.gameManager.PlayerDataPool.EnterSceneCache.Profession = nChooseRole; PlatformHelper.SendUserAction(UserBehaviorDefine.RoleCreate_Enter); // 在这里记录有问题,应该确定发送成功,才能加入 m_bBeginHeartBeat = true; GC_CREATEROLE_RETHandler.retCreateRoleFail = RetCreateRoleFail; CG_CREATEROLE createRolePacket = (CG_CREATEROLE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CREATEROLE); //createRolePacket.SetType(professionIndex[m_ChooseIndex]); createRolePacket.SetType(nChooseRole); createRolePacket.SetName(m_InputName.value); createRolePacket.SendPacket(); MessageBoxLogic.OpenWaitBox(1014, GameDefines.CONNECT_TIMEOUT, GameDefines.CONNECT_WAIT_DELAY, NetManager.OnWaitPacketTimeOut); if (!GameManager.gameManager.OnLineState) { //LoginUILogic.Instance().EnterGame(); } //app评价功能,到这儿算客户端登陆一次 PlayerPreferenceData.ClientLoginCount = PlayerPreferenceData.ClientLoginCount + 1; PlayerPreferenceData.ClientClickReview = 0; }