public uint Execute(PacketDistributed ipacket) { GC_EQUIP_ENCHANCE_RET packet = (GC_EQUIP_ENCHANCE_RET)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } // int success = packet.Success; // int packType = packet.Packtype; // UInt64 equipGuid = packet.Equipguid; //Ç¿»¯½çÃæ if (EquipStrengthenLogic.Instance() != null) { if (EquipStrengthenLogic.Instance().IsCurEnchanceTab()) { EquipStrengthenLogic.Instance().UpdateTab(); EquipStrengthenLogic.Instance().EnchanceOK(); } } //enter your logic return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public void ClearSTATUS() { m_Status = Status.STATUS_ENABLE; SetStackCount(m_item); EquipStrengthenLogic.Instance().CloseItemInfoObj(); EquipStrengthenLogic.Instance().ItemAfterCancel_Enchance_Metarial(m_item); }
public void UpdateSelectedEquip(string choose, string icon, string quality, int index) { m_SelectedEquipChoose.gameObject.SetActive(true); m_SelectedEquipIcon.gameObject.SetActive(true); m_SelectedEquipQuality.gameObject.SetActive(EquipStrengthenLogic.Instance().m_Equip_QualityFrame[index].gameObject.activeSelf); m_SelectedEquipChoose.spriteName = choose; m_SelectedEquipIcon.spriteName = icon; m_SelectedEquipQuality.spriteName = quality; }
public void OnDisable() { //在隐藏的时候把item变为可点击状态,即不选中了 if (m_item != null) { Enable(); SetStackCount(m_item); //然后设置个数 EquipStrengthenLogic.Instance().ItemAfterCancel_Enchance_Metarial(m_item); //执行不选中item的操作 } }
void OnShowEquipEnchance(bool bSuccess, object param) { if (m_Equip != null && m_Equip.IsValid()) { if (EquipStrengthenLogic.Instance() != null) { //设置勾选当前装备 EquipStrengthenLogic.Instance().SetCurSelectEquip(m_Equip); EquipStrengthenLogic.Instance().UpdateTab(); } } }
public uint Execute(PacketDistributed ipacket) { GC_EQUIP_STAR_RET packet = (GC_EQUIP_STAR_RET)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } int success = packet.Success; // int packType = packet.Packtype; // UInt64 equipGuid = packet.Equipguid; //强化界面 if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().UpdateTab(); EquipStrengthenLogic.Instance().StarOK(); } if (success == 1) { //打星成功 Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1276}"); } else if (success == 2) { //星级已满 Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1274}"); } else if (success == 3) { //打星石数量不足 Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1275}"); } else if (success == 4) { //金币不足 Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1019}"); } else { //打星失败 Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1277}"); } //enter your logic return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
void LoadEquipStrength(bool bSuccess, object param) { if (EquipStrengthenLogic.Instance() != null) { int type = (int)param; //EquipStrengthenLogic.Instance().SetAfterDeldegate(type); switch (type) { case 1: EquipStrengthenLogic.Instance().m_TabController.ChangeTab("Button1-Strengthen"); break; case 2: EquipStrengthenLogic.Instance().m_TabController.ChangeTab("Button2-Star"); break; } } }
// 新手指引 void Check_NewPlayerguide() { if (gameObject.name != "1000") { return; } if (EquipStrengthenLogic.Instance() == null) { return; } int nIndex = EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step; if (nIndex == 1) { NewPlayerGuide(0); EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step = -1; } }
public uint Execute(PacketDistributed ipacket) { GC_RET_EQUIPBACK_GEM_COMBINE packet = (GC_RET_EQUIPBACK_GEM_COMBINE )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } if (GemLogic.Instance() != null) { GemLogic.Instance().UpdateGemSlot(); } if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().RefreshGemsInEquips(); } //enter your logic return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
void OnDisable() { m_Instance = null; m_NewPlayerGuide_Step = -1; //关闭界面时 如果有延迟发包 则直接发包 if (m_Delay_Time > 0) { CG_PUT_GEM gemPacket = (CG_PUT_GEM)PacketDistributed.CreatePacket(MessageID.PACKET_CG_PUT_GEM); gemPacket.SetEquipslot(m_Delay_CurEquipSlot); gemPacket.SetIndex(m_Delay_CurGemSlot); gemPacket.SetItemguid(m_Delay_GemGuid); gemPacket.SendPacket(); m_Delay_CurEquipSlot = 0; m_Delay_CurGemSlot = 0; m_Delay_GemGuid = 0; } //关闭界面时 如果有UI特效播放 则关闭特效 if (BackCamerControll.Instance()) { BackCamerControll.Instance().StopSceneEffect(133, true); } CancelInvoke("SlowUpdate"); if (m_RuneAbsorb != null) { m_RuneAbsorb.SetActive(false); } if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().ClearGemsInEquips(); } if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().ReSelectEquip(); } }
void OnEnable() { m_Instance = this; /*deleOnClickGems[0] = OnClickGemItem1; * deleOnClickGems[1] = OnClickGemItem2; * deleOnClickGems[2] = OnClickGemItem3; * deleOnClickGems[3] = OnClickGemItem4; * deleOnClickGems[4] = OnClickGemItem5; * deleOnClickGems[5] = OnClickGemItem6; * deleOnClickGems[6] = OnClickGemItem7; * deleOnClickGems[7] = OnClickGemItem8;*/ InvokeRepeating("SlowUpdate", 0f, 0.3f); InitEmpty(); updateGemRemindPoint(); if (EquipStrengthenLogic.Instance() != null) { if (EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step == 15) { NewPlayerGuide(0); EquipStrengthenLogic.Instance().NewPlayerGuideFlag_Step = -1; } } }
public void SetSelectedCount(int count) { selectedCount = count; m_itemStackCount.text = selectedCount + "/" + m_item.StackCount; EquipStrengthenLogic.Instance().ItemAfterChoose_Enchance_Metarial(m_item); }
//点击选择装备 public void OnClickChooseItem() { if (m_item == null) { return; } if (EquipStrengthenLogic.Instance() == null) { return; } if (EquipStrengthenLogic.Instance() != null) { GameItem curEquip = EquipStrengthenLogic.Instance().GetCurSelectEquip(); if (curEquip != null) { if (curEquip.EnchanceLevel >= GlobeVar.EQUIP_ENCHANCE_MAX_LEVEL) { //装备强化满级时 不可选择玄铁 if (m_item.IsEnchanceExpItem()) { GUIData.AddNotifyData2Client(false, "#{4667}"); return; } } } } if (m_Status == Status.STATUS_DISABLE) { Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1271}"); } //改变点击状态 ChangeClickStatus(); if (m_Status == Status.STATUS_CHOOSED) { if (EquipStrengthenLogic.Instance().Get_m_bSetItemCount()) { SetSelectedCount(1); } else { EquipStrengthenLogic.Instance().ShowItemInfoObj(this); //EquipStrengthenLogic.Instance().ItemAfterChoose_Enchance_Metarial(m_item); } } else if (m_Status == Status.STATUS_ENABLE) { SetStackCount(m_item); EquipStrengthenLogic.Instance().CloseItemInfoObj(); EquipStrengthenLogic.Instance().ItemAfterCancel_Enchance_Metarial(m_item); } // 新手指引 else if (m_NewPlayerGuideFlag_Step == 0) { EquipStrengthenLogic.Instance().NewPlayerGuide(2); m_NewPlayerGuideFlag_Step = -1; } if (m_item.IsEnchanceExpItem()) { if (EquipStrengthenLogic.Instance()) { EquipStrengthenLogic.Instance().m_AutoChooseEnchanceStone = true; } } }
public uint Execute(PacketDistributed ipacket) { GC_SYN_ATTR packet = (GC_SYN_ATTR)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic //判断是MainPlayer还是其他Obj Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; PlayerData playerDataPool = GameManager.gameManager.PlayerDataPool; //血量 bool isHpChange = false; if (packet.HasCurHp) { playerDataPool.MainPlayerBaseAttr.HP = packet.CurHp; isHpChange = true; } if (packet.HasMaxHP) { playerDataPool.MainPlayerBaseAttr.MaxHP = packet.MaxHP; #if UNITY_ANDROID // 台湾安卓渠道特有,提交血量排行榜数据 if (PlatformHelper.IsChannelTW()) { PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.HP, playerDataPool.MainPlayerBaseAttr.MaxHP); } #endif isHpChange = true; } if (isHpChange && _mainPlayer != null) { _mainPlayer.OptHPChange(); } //法力 bool isMpChange = false; if (packet.HasCurMp) { playerDataPool.MainPlayerBaseAttr.MP = packet.CurMp; isMpChange = true; } if (packet.HasMaxMP) { playerDataPool.MainPlayerBaseAttr.MaxMP = packet.MaxMP; isMpChange = true; } if (isMpChange && _mainPlayer != null) { _mainPlayer.OptMPChange(); } //怒气 bool isXpChange = false; if (packet.HasCurXp) { playerDataPool.MainPlayerBaseAttr.XP = packet.CurXp; isXpChange = true; } if (packet.HasMaxXP) { playerDataPool.MainPlayerBaseAttr.MaxXP = packet.MaxXP; isXpChange = true; } if (isXpChange && _mainPlayer != null) { _mainPlayer.OptXPChange(); } //等级 if (packet.HasCurLev) { // 更新配置文件 playerDataPool.MainPlayerBaseAttr.Level = packet.CurLev; if (_mainPlayer) { for (int i = 0; i < LoginData.loginRoleList.Count; i++) { if (LoginData.loginRoleList[i].guid == _mainPlayer.GUID) { LoginData.loginRoleList[i].level = packet.CurLev; UserConfigData.AddRoleInfo(); break; } } _mainPlayer.OptLevelChange(); if (LivingSkillLogic.Instance() != null) { LivingSkillLogic.Instance().UpdatePlayerStamina(); } _mainPlayer.UpdateSelectDrug(); } } // 经验 if (packet.HasCurExp) { playerDataPool.MainPlayerBaseAttr.Exp = packet.CurExp; if (_mainPlayer) { _mainPlayer.OnExpChange(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateExpShow(); } } if (packet.HasOffLineExp) { playerDataPool.MainPlayerBaseAttr.OffLineExp = packet.OffLineExp; if (null != _mainPlayer) { _mainPlayer.OnOffLineExpChange(); } } //体能 if (packet.HasCurStamina) { playerDataPool.MainPlayerBaseAttr.CurStamina = packet.CurStamina; if (LivingSkillLogic.Instance() != null) { LivingSkillLogic.Instance().UpdatePlayerStamina(); } } //金钱 if (packet.HasCurMoney) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_COIN, packet.CurMoney); #if UNITY_ANDROID // 台湾安卓渠道特有,提交金币排行榜数据 if (PlatformHelper.IsChannelTW()) { PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.GOLD_COINS, packet.CurMoney); } #endif if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (FlyWingRoot.Instance()) { FlyWingRoot.Instance().UpdateMoneyInfo(); } // if (SwordsManController.Instance() != null) // { // SwordsManController.Instance().UpdateCoin(); // } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateMoneyShow(); } if (GemLogic.Instance() != null) { GemLogic.Instance().UpdateMoneyInfo(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } if (RestaurantController.Instance() != null) { RestaurantController.Instance().UpdateMoneyInfo(); } if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().UpdateMoneyInfo(); } if (SkillLevelUpRoot.Instance() != null) { SkillLevelUpRoot.Instance().UpdateSkillInfo(); } } //元宝 if (packet.HasCurYuanBao) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO, packet.CurYuanBao); if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (YuanBaoShopLogic.Instance()) { YuanBaoShopLogic.Instance().UpdateYuanBaoInfo(); } if (DailyLuckyDrawLogic.Instance()) { DailyLuckyDrawLogic.Instance().UpdateMoney(); } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateMoneyShow(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } } //绑定元宝 if (packet.HasCurBDYuanBao) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO_BIND, packet.CurBDYuanBao); if (FashionLogic.Instance() != null) { FashionLogic.Instance().UpdateRuby(); } if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (YuanBaoShopLogic.Instance()) { YuanBaoShopLogic.Instance().UpdateYuanBaoInfo(); } if (DailyLuckyDrawLogic.Instance()) { DailyLuckyDrawLogic.Instance().UpdateMoney(); } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } if (RestaurantController.Instance() != null) { RestaurantController.Instance().UpdateMoneyInfo(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } } // if (packet.HasSwordsManScore) // { // playerDataPool.SwordsManScore = packet.SwordsManScore; // if (SwordsManController.Instance() != null) // { // SwordsManController.Instance().UpdateSwordsManScore(); // } // } if (packet.HasReputation) { playerDataPool.Reputation = packet.Reputation; } //是否在战斗状态 if (packet.HasIsInCombat && _mainPlayer != null) { bool oldCombat = _mainPlayer.InCombat; _mainPlayer.InCombat = (packet.IsInCombat == 1 ? true:false); if (!_mainPlayer.InCombat && oldCombat) { _mainPlayer.LastLeaveCombatTime = Time.time; } else if (_mainPlayer.InCombat && !oldCombat) { _mainPlayer.LastLeaveCombatTime = 0.0f; } } //经验 血 蓝 变化时 更新主角属性界面 if (packet.HasCurHp || packet.HasCurMp || packet.HasCurExp) { if (RoleViewLogic.Instance() != null) { RoleViewLogic.Instance().UpdateCurAttr(); } } if (packet.HasGuildDKP) { playerDataPool.GuildDKP = packet.GuildDKP; if (GuildShopLogic.Instance() != null) { GuildShopLogic.Instance().UpdateGuildDKP(); } } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }