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); }
//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()) { } }