public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGSignIn data = packet as CGSignIn; //处理完数据和逻辑后,发送消息通知客户端 GCSignIn userData = new GCSignIn(); userData.Uid = data.UserId; userData.AccountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); if (userData.AccountData == null) { UnityEngine.Debug.LogError("没有创建账号!"); return; } userData.PlayerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); if (userData.PlayerData == null) { UnityEngine.Debug.LogError("没有创建角色!"); return; } userData.PlayerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); if (userData.PlayerDetailData == null) { UnityEngine.Debug.LogError("没有创建角色详细信息!"); return; } SendToClient(MessageId_Receive.GCSignIn, userData); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCSignIn data = packet as GCSignIn; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! //此处发送消息不允许使用Messenger.BroadcastSync同步通知 Game.DataManager.InitAccount(data.AccountData); //目前没有皮肤了,暂时默认皮肤了 Game.DataManager.InitPlayer(data.PlayerData, data.PlayerDetailData); Messenger.BroadcastAsync(MessageId.UI_GAME_START); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGCreatePlayer data = packet as CGCreatePlayer; //处理完数据和逻辑后,发送消息通知客户端 GCSignIn userData = new GCSignIn(); userData.Uid = data.UserId; ClassCharacterTableSetting characterData = ClassCharacterTableSettings.Get(data.CharacterId); if (characterData == null) { return; } userData.AccountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); if (userData.AccountData == null) { userData.AccountData = new PBAccountData(); userData.AccountData.Uid = data.UserId; userData.AccountData.Recharge = 0; userData.AccountData.Diamonds = 0; userData.AccountData.VipLevel = 0; SaveData(ACCOUNT_DATA_KEY, userData.AccountData); } userData.PlayerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); if (userData.PlayerData == null) { userData.PlayerData = new PBPlayerData(); userData.PlayerData.PlayerId = 1; userData.PlayerData.Level = 1; userData.PlayerData.CharacterId = data.CharacterId; ClassData classData = new ClassData(data.CharacterId); LevelTableSetting levelData = LevelTableSettings.Get(userData.PlayerData.Level); if (levelData == null) { return; } userData.PlayerData.Food = 10; userData.PlayerData.Gold = 0; //userData.PlayerData.Name = data.Name; userData.PlayerData.Name = I18N.Get(characterData.Name); userData.PlayerData.Hp = userData.PlayerData.MaxHp = levelData.HP[(int)classData.Type]; userData.PlayerData.Mp = userData.PlayerData.MaxMp = levelData.MP[(int)classData.Type]; userData.PlayerData.HeadIcon = characterData.IconID; SaveData(PLAYER_DATA_KEY, userData.PlayerData); } userData.PlayerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); if (userData.PlayerDetailData == null) { //PlayerDetailData = MyPlayer.DetailData; //PlayerDetailData.Deck = new Deck(); //for (int i = 0; i < characterData.DefaultCardList.Count; i++) //{ // NormalCard normalCard = new NormalCard(characterData.DefaultCardList[i], uidIndex++); // MyPlayer.Data.CardList.Add(normalCard); // PlayerDetailData.Kaku.Add(normalCard); // PlayerDetailData.Deck.AddCard(normalCard); //} userData.PlayerDetailData = new PBPlayerDetailData(); userData.PlayerDetailData.Cards.AddRange(characterData.DefaultCardList); PBDeck deck = new PBDeck(); deck.Cards.AddRange(characterData.DefaultCardList); userData.PlayerDetailData.UsingDeckIndex = deck.Index = 1; deck.MaxCount = 10; deck.Name = "默认卡组"; userData.PlayerDetailData.Decks.Add(deck); SaveData(PLAYER_DETAIL_DATA_KEY, userData.PlayerDetailData); } SendToClient(MessageId_Receive.GCSignIn, userData); }