예제 #1
0
    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);
    }
예제 #2
0
    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);
    }
예제 #3
0
    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);
    }