//可开启的深渊列表ack.. private static void msg_SC_GET_ABYSS_TRIGGER_LIST_ACK(int iMsgID, ref CMessage msg) { CliProto.SC_GET_ABYSS_TRIGGER_LIST_ACK refMsg = (CliProto.SC_GET_ABYSS_TRIGGER_LIST_ACK)msg; sdActGameMgr.Instance.ResetLapBossLockInfo(refMsg); GameObject wnd = sdGameLevel.instance.NGUIRoot; if (wnd) { sdUILapBossWnd bossWnd = wnd.GetComponentInChildren <sdUILapBossWnd>(); if (bossWnd) { bossWnd.RefreshLBItemListPage(); bossWnd.RefreshRKItemListPage(); bossWnd.RefreshRecordItemListPage(); bossWnd.SelectFirstLockIcon(); } } }
public void ResetLapBossLockInfo(CliProto.SC_GET_ABYSS_TRIGGER_LIST_ACK msg) { m_LapBossLockInfo.Clear(); CliProto.SC_GET_ABYSS_TRIGGER_LIST_ACK refMSG = msg; int iCount = (int)refMSG.m_Info.m_AbyssCount; for (int i = 0; i < iCount; i++) { UInt64 uuDBID = refMSG.m_Info.m_AbyssInfo[i].m_ActDBID; if (uuDBID != UInt64.MaxValue) { SAbyssLockInfo info = new SAbyssLockInfo(); info.m_ActDBID = refMSG.m_Info.m_AbyssInfo[i].m_ActDBID; info.m_ActTmpId = refMSG.m_Info.m_AbyssInfo[i].m_ActTmpId; info.m_Blood = refMSG.m_Info.m_AbyssInfo[i].m_Blood; info.m_Roleid = refMSG.m_Info.m_AbyssInfo[i].m_Roleid; info.m_RoleName = System.Text.Encoding.UTF8.GetString(refMSG.m_Info.m_AbyssInfo[i].m_Rolename); int iAtkcount = (int)refMSG.m_Info.m_AbyssInfo[i].m_Atkcount; info.m_Atkcount = iAtkcount; for (int j = 0; j < iAtkcount; j++) { info.m_Atklist[j] = refMSG.m_Info.m_AbyssInfo[i].m_Atklist[j]; } info.m_Status = refMSG.m_Info.m_AbyssInfo[i].m_Status; info.m_Tritime = refMSG.m_Info.m_AbyssInfo[i].m_Tritime; info.m_Opentime = refMSG.m_Info.m_AbyssInfo[i].m_Opentime; info.m_Killtime = refMSG.m_Info.m_AbyssInfo[i].m_Killtime; info.m_EntranceExistTime = refMSG.m_Info.m_AbyssInfo[i].m_EntranceExistTime; info.m_AbyssExistTime = refMSG.m_Info.m_AbyssInfo[i].m_AbyssExistTime; m_LapBossLockInfo[uuDBID] = info; } } }