private void cancelCastleAttackCallBack(CancelCastleAttack_ReturnType returnData) { if (returnData.Success) { if (returnData.armyData != null) { ArmyReturnData[] armyReturnData = new ArmyReturnData[] { returnData.armyData }; GameEngine.Instance.World.doGetArmyData(armyReturnData, null, false); GameEngine.Instance.World.addExistingArmy(returnData.armyData.armyID); GameEngine.Instance.World.deleteArmy(returnData.oldArmyID); if (SpecialVillageTypes.IS_TREASURE_CASTLE(GameEngine.Instance.World.getSpecial(returnData.armyData.targetVillageID))) { GameEngine.Instance.World.setLastTreasureCastleAttackTime(DateTime.MinValue); } } this.btnCancel.Visible = false; if (this.m_parent != null) { this.m_parent.init(false); } } }
private void cancelCastleAttackCallBack(CancelCastleAttack_ReturnType returnData) { if (returnData.Success) { if (returnData.armyData != null) { ArmyReturnData[] armyReturnData = new ArmyReturnData[] { returnData.armyData }; GameEngine.Instance.World.doGetArmyData(armyReturnData, null, false); GameEngine.Instance.World.addExistingArmy(returnData.armyData.armyID); GameEngine.Instance.World.setHonourData(returnData.currentHonourLevel, returnData.currentHonourRate); GameEngine.Instance.World.deleteArmy(returnData.oldArmyID); if (SpecialVillageTypes.IS_TREASURE_CASTLE(GameEngine.Instance.World.getSpecial(returnData.armyData.targetVillageID))) { GameEngine.Instance.World.setLastTreasureCastleAttackTime(DateTime.MinValue); } } this.update(); this.returnButton.Visible = false; } else { this.forceReturnOff = false; } }
public void OurRemoteAsyncCallBack_CancelCastleAttack(IAsyncResult ar) { RemoteAsyncDelegate_CancelCastleAttack asyncDelegate = (RemoteAsyncDelegate_CancelCastleAttack) ((AsyncResult) ar).AsyncDelegate; try { this.storeRPCresult(ar, asyncDelegate.EndInvoke(ar)); } catch (Exception exception) { CancelCastleAttack_ReturnType returnData = new CancelCastleAttack_ReturnType(); this.manageRemoteExpection(ar, returnData, exception); } }