/// <summary> /// 保存操作 /// </summary> /// <param name="callBackFunction"></param> public bool SendMsgEquipSystemGM2GCReqSaveOperation(UInt32 equipID, EEquipOperation operation, EOperationResult opResult, CBMsgEquipSystemGM2GCAckSaveOperation cb) { CMsgEquipSystemGC2GMReqSaveOperation req = new CMsgEquipSystemGC2GMReqSaveOperation(equipID, operation, opResult); CMsgEquipSystemGM2GCAckSaveOperation.cb = cb; return(CGameClient.Singleton.SendMsg(req)); }
public CMsgEquipSystemGC2GMReqSaveOperation(UInt32 equipID, EEquipOperation a_operation, EOperationResult a_opResult) : base(CServerType.SRVTYPE_GAMESERVER, CFuncType.EFUNCTYPE_EQUIPSYSTEM, CEquipSystemMsgNumID.EMSGNUMID_EQUIPSYSTEM_GC2GM_REQ_SAVE_OPERATION) { m_operation = a_operation; m_equipID = equipID; m_opResult = a_opResult; }
/// <summary> /// 请求条件 /// </summary> public bool SendMsgEquipSystemGM2GCReqGetCondition(UInt32 equipID, EEquipOperation operation, CBMsgEquipSystemGM2GCAckCondition cb) { CMsgEquipSystemGC2GMReqCondition req = new CMsgEquipSystemGC2GMReqCondition(equipID, operation); CMsgEquipSystemGM2GCAckCondition.cb = cb; return(CGameClient.Singleton.SendMsg(req)); }
public CMsgEquipSystemGC2GMReqCondition(UInt32 equipID, EEquipOperation a_operation) : base(CServerType.SRVTYPE_GAMESERVER, CFuncType.EFUNCTYPE_EQUIPSYSTEM, CEquipSystemMsgNumID.EMSGNUMID_EQUIPSYSTEM_GC2GM_REQ_CONDITION) { m_operation = a_operation; m_equipID = equipID; }