public void HandlePacket(GC_SYNC_ACTIVENESSAWARD packet) { for (int i = 0; i < packet.flagCount; i++) { bool bFlag = (packet.GetFlag(i) == 0? false:true); SetActivenessFlag(i, bFlag); } }
public uint Execute(PacketDistributed ipacket) { GC_SYNC_ACTIVENESSAWARD packet = (GC_SYNC_ACTIVENESSAWARD )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); }