public uint Execute(PacketDistributed ipacket)
        {
            GC_CONTINUELOGINAWARD_DATA packet = (GC_CONTINUELOGINAWARD_DATA )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            GameManager.gameManager.PlayerDataPool.HandlePacket(packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
예제 #2
0
        //天道酬勤
        public void HandlePacket(GC_CONTINUELOGINAWARD_DATA packet)
        {
            // m_nNewServerDays = packet.Day;
            m_nContinueLoginDay = packet.NDays;
            for (int i = 0; i < packet.flagCount; i++)
            {
                int nFlag = packet.GetFlag(i);
                if (nFlag == 0)
                {
                    m_bContinueAwardFlag[i] = false;
                }
                else
                {
                    m_bContinueAwardFlag[i] = true;
                }
            }

            // 通知UI按钮 显示提醒
            if (null != FunctionButtonLogic.Instance())
            {
                FunctionButtonLogic.Instance().UpdateButtonAwardTips();
            }

            if (null != AwardLogic.Instance() && AwardLogic.Instance().m_TianDaoRoot != null)
            {
                AwardLogic.Instance().UpdateTip();
                if (AwardLogic.Instance().m_TianDaoRoot.gameObject.activeSelf)
                {
                    AwardLogic.Instance().m_TianDaoRoot.ButtonNewServerAward();
                    AwardLogic.Instance().m_TianDaoRoot.PlayEffect(m_nContinueLoginDay);
                }
            }
            if (null != QianDaoController.Instance())
            {
            }
        }