public void OnReceiveAllSuitData(stSendAllSuitPropertyUserCmd_S msg) { DataManager.Manager <SuitDataManager>().OnReceiveAllSuitData(msg); }
public void OnReceiveAllSuitData(stSendAllSuitPropertyUserCmd_S msg) { IPlayer player = MainPlayerHelper.GetMainPlayer(); if (player == null) { Log.Error("收到所有时装数据 但是还没有主角创建"); return; } uint userID = player.GetID(); List <stSuitData> suitList = msg.data; string suitName = ""; for (int i = 0; i < suitList.Count; i++) { stSuitData sd = suitList[i]; ClientSuitData csd = new ClientSuitData(); csd.suitBaseID = sd.base_id; csd.leftTime = sd.time; Client.GameEventID eventtype = Client.GameEventID.Unknow; if (sd.status == SuitStatus.SuitStatus_Common) { csd.suitState = SuitState.HasBuy; AddSuitData(userID, sd.base_id, csd); //直接装备 if (msg.type == SuitOPType.SuitOPType_Buy || msg.type == SuitOPType.SuitOPType_Renew) { stOpSuitPropertyUserCmd_C cmd = new stOpSuitPropertyUserCmd_C(); cmd.type = SuitOPType.SuitOPType_Equip; //固定3当装备 cmd.suit_id = (sd.base_id << 16) + 3; NetService.Instance.Send(cmd); } } else if (sd.status == SuitStatus.SuitStatus_Equip) { csd.suitState = SuitState.Equip; AddSuitData(userID, sd.base_id, csd); } else if (sd.status == SuitStatus.SuitStatus_Overdue) { csd.suitState = SuitState.NoEffect; AddSuitData(userID, sd.base_id, csd); } else if (sd.status == SuitStatus.SuitStatus_Acti) { csd.suitState = SuitState.Active; AddSuitData(userID, sd.base_id, csd); } else if (sd.status == SuitStatus.SuitStatus_UNActi) { csd.suitState = SuitState.Show; AddSuitData(userID, sd.base_id, csd); } table.SuitDataBase db = GameTableManager.Instance.GetTableItem <table.SuitDataBase>(sd.base_id, 1); if (db != null) { suitName = db.name; } Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTFASHIONDATA, sd.base_id); //SendChangeBody((int)sd.type, sd.base_id, player); } ShowTips(msg.type, suitName); }