private void NotifyRefreshRankModel() { // 先刷新真实的排行数据 var fightLeaderData = PlayerDataManager.Instance.FightLeaderMaster; int count = fightLeaderData.Count; for (int i = 0; i < count; i++) { if (fightLeaderData[i] != null) { rankTypes[fightLeaderData[i].TypeId] = 1; var _e = new FightLeaderMasterRefreshModelView(fightLeaderData[i], fightLeaderData[i].TypeId); EventDispatcher.Instance.DispatchEvent(_e); } } // 然后补全排行NPC数据 for (int i = 0; i < 3; i++) { if (rankTypes[i] != 1) { var _e = new FightLeaderMasterRefreshModelView(null, i); EventDispatcher.Instance.DispatchEvent(_e); } } }
private void OnModelRefresh(IEvent ievent) { FightLeaderMasterRefreshModelView e = ievent as FightLeaderMasterRefreshModelView; if (professionIndex != e.Index) { return; } RefreshModel(e.Info); }
private IEnumerator FightRankListCoroutine(int rankType) { using (new BlockingLayerHelper(0)) { var _serverId = PlayerDataManager.Instance.ServerId; var _msg = NetManager.Instance.GetFightRankList(_serverId, rankType); yield return(_msg.SendAndWaitUntilDone()); if (_msg.State == MessageState.Reply) { if (_msg.ErrorCode == (int)ErrorCodes.OK) { if (null != PlayerDataManager.Instance.FightLeaderMaster) { PlayerDataManager.Instance.FightLeaderMaster.Clear(); } var data = _msg.Response.RankData; trueRankDataCount = data.Count; if (0 == trueRankDataCount) { for (int i = 0; i < 3; i++) { var _e = new FightLeaderMasterRefreshModelView(null, i); EventDispatcher.Instance.DispatchEvent(_e); } } else { applyCount = 0; for (int d = 0; d < data.Count; d++) { PlayerDataManager.Instance.ApplyPlayerInfo(data[d].Id, FightRankListRefurbishRole); } } } else { UIManager.Instance.ShowNetError(_msg.ErrorCode); Logger.Error("GetRankList Error!............ErrorCode..." + _msg.ErrorCode); } } else { Logger.Error("FightRankList Error!............State..." + _msg.State); } } }