public void OnEvent(int eventid, object param) { if (eventid == (int)Client.GameEventID.TASK_VISITNPC) { m_currvisitNpc = (uint)param; } else if (eventid == (int)Client.GameEventID.TASK_ITEM_COLLECT_USE) { Client.stTaskNpcItem stData = (Client.stTaskNpcItem)param; TaskItemCollect(stData); } else if (eventid == (int)Client.GameEventID.SYSTEM_LOADUICOMPELETE) { if (!FirstLoginSuccess) { FirstLoginSuccess = true; if (m_nAcceptTaskId != 0) { Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.TASK_ACCEPT, m_nAcceptTaskId); m_nAcceptTaskId = 0; } } } else if ((int)Client.GameEventID.RECONNECT_SUCESS == eventid) { this.FirstLoginSuccess = true; //大重连 服务器会重发所有消息 Client.stReconnectSucess rs = (Client.stReconnectSucess)param; if (rs.isLogin) { this.m_bReconnect = true; if (DataManager.Manager <UIPanelManager>().IsShowPanel(PanelID.NpcDialogPanel)) { DataManager.Manager <UIPanelManager>().HidePanel(PanelID.NpcDialogPanel); DataManager.Manager <UIPanelManager>().ShowMain(); } Engine.Utility.Log.Info("重连成功关闭任务追踪界面"); //DataManager.Manager<UIPanelManager>().HidePanel(PanelID.MissionAndTeamPanel); } } else if ((int)Client.GameEventID.ENTITYSYSTEM_CREATEENTITY == eventid) { Client.stCreateEntity createEntity = (Client.stCreateEntity)param; AddEntityEffect(createEntity); } else if ((int)Client.GameEventID.ENTITYSYSTEM_REMOVEENTITY == eventid) { Client.stRemoveEntity removeEntity = (Client.stRemoveEntity)param; RemoveEntityEffect(removeEntity); } else if ((int)Client.GameEventID.TASK_CANSUBMIT == eventid) { Client.stTaskCanSubmit taskSubmit = (Client.stTaskCanSubmit)param; RemoveCollectNpcEffectByTaskId(taskSubmit.taskid); } }
/// <summary> /// 事件处理 /// </summary> /// <param name="nEventID"></param> /// <param name="param"></param> public void GlobalEventHandler(int nEventID, object param) { GuideDefine.GuideTriggerType triggerType = GuideDefine.GuideTriggerType.Invalide; bool playerLogin = false; switch (nEventID) { case (int)Client.GameEventID.ENTITYSYSTEM_LEVELUP: { triggerType = GuideDefine.GuideTriggerType.Level; CheckTabFuncOpen(true); } break; case (int)(int)Client.GameEventID.CHAPTER_EFFECT_END: { triggerType = GuideDefine.GuideTriggerType.ChapterEnd; } break; case (int)Client.GameEventID.TASK_ACCEPT: case (int)Client.GameEventID.TASK_DONING: case (int)Client.GameEventID.TASK_CANSUBMIT: case (int)Client.GameEventID.TASK_DONE: case (int)Client.GameEventID.UIEVENTGUIDERECYCLETRIGGER: { triggerType = GuideDefine.GuideTriggerType.Task; }; break; case (int)Client.GameEventID.SEVENDAYOPENSTATUS: case (int)Client.GameEventID.GODWEAPENSTATUS: case (int)Client.GameEventID.OPENSERVERGIFTSTATUS: case (int)Client.GameEventID.FIRSTRECHARGESTATUS: case (int)Client.GameEventID.RETREWARDSTATUS: case (int)Client.GameEventID.QUESTIONSTATUS: { triggerType = GuideDefine.GuideTriggerType.Condition; } break; case (int)Client.GameEventID.TITLE_NEWTITLE: //称号获得 case (int)Client.GameEventID.MAINPANEL_SHOWREDWARING: //日常 { stShowMainPanelRedPoint st = (stShowMainPanelRedPoint)param; WarningDirection direction = (WarningDirection)st.direction; WarningEnum model = (WarningEnum)st.modelID; if (model == WarningEnum.Daily && st.bShowRed) { triggerType = GuideDefine.GuideTriggerType.Condition; } } break; case (int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOWCHECK: { CheckWorkFlowData checkData = new CheckWorkFlowData { CheckTypeMask = GuideDefine.GetTriggerMaskByType(GuideDefine.GuideTriggerType.Always), }; if (null != param && param is CheckWorkFlowData) { checkData = (CheckWorkFlowData)param; } CheckWorkFlow(checkData); } break; case (int)Client.GameEventID.SYSTEM_GAME_READY: //case (int)Client.GameEventID.PLAYER_LOGIN_SUCCESS: { triggerType = GuideDefine.GuideTriggerType.Always; playerLogin = true; CheckTabFuncOpen(false); } break; case (int)Client.GameEventID.RECONNECT_SUCESS: { //断线重连 if (null != param && param is Client.stReconnectSucess) { Client.stReconnectSucess reconnect = (Client.stReconnectSucess)param; } triggerType = GuideDefine.GuideTriggerType.Always; playerLogin = true; } break; case (int)Client.GameEventID.UIEVENTGUIDEWORKFLOWCHECKCOMPLETE: { //设置数据状态 m_bool_workFlowReady = true; //执行下一个工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW); } break; case (int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW: { DoWorkFlow(); } break; case (int)Client.GameEventID.UIEVENT_PANELSTATUS: { if (null != param && param is UIPanelBase.PanelStatusData) { UIPanelBase.PanelStatusData status = (UIPanelBase.PanelStatusData)param; if (status.Status == UIPanelBase.PanelStatus.Show) { DoRefreshNewFuncOpenStaus(status.ID); } else if (status.Status == UIPanelBase.PanelStatus.Hide) { ClearRecycleTriggerGuideByPanel(status.ID); } } } break; /***************面板焦点状态改变********************/ case (int)Client.GameEventID.UIEVENT_PANELFOCUSSTATUSCHANGED: { UIPanelManager.PanelFocusData status = (UIPanelManager.PanelFocusData)param; if (status.GetFocus) { //任务提交面板显示检测工作流(条件触发) Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOWCHECK , new CheckWorkFlowData() { CheckTypeMask = (1 << (int)GuideDefine.GuideTriggerType.Condition), }); //刷新新功能开启状态 //DoRefreshNewFuncOpenStaus(status.ID); //执行下一个工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW); } } break; case (int)Client.GameEventID.UIEVENTGAMEOBJMOVESTATUSCHANGED: { if (null != param && param is UIDefine.GameObjMoveData) { UIDefine.GameObjMoveData moveData = param as UIDefine.GameObjMoveData; //Engine.Utility.Log.LogGroup("WJH", "MOveStatus status:{0} child:{1} ", moveData.Status, moveData.Objs.Count); bool adjustTime = false; bool matchTime = false; switch (moveData.Status) { case UIDefine.GameObjMoveStatus.MoveToInvisible: { adjustTime = true; matchTime = false; } break; case UIDefine.GameObjMoveStatus.Invisible: case UIDefine.GameObjMoveStatus.Visible: { adjustTime = true; matchTime = true; } break; case UIDefine.GameObjMoveStatus.MoveToVisible: { } break; } AdjustWorkFlowDoTime(adjustTime, matchTime); AdjustUnGuideRefreshDoTime(adjustTime, matchTime); } } break; /**********新手引导*************/ case (int)Client.GameEventID.UIEVENTGUIDECOMPLETE: { //完成一个引导 CompleteGuide((uint)param); //执行下一个工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW); } break; case (int)Client.GameEventID.UIEVENTGUIDESKIP: { //跳过静默完成当前引导 SilentCompleteGuideGroup((uint)param); //执行下一个工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW); } break; /**********新功能开启*************/ case (int)Client.GameEventID.UIEVENTNEWFUNCOPENREAD: { OnNewFuncOpenRead((GuideDefine.FuncOpenShowData)param); } break; case (int)Client.GameEventID.UIEVENTNEWFUNCOPENADD: { OnNewFuncOpenAdd((GuideDefine.FuncOpenShowData)param); } break; case (int)Client.GameEventID.UIEVENTNEWFUNCCOMPLETE: { //执行下一个工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOW); } break; //物品变更检测工作流(条件触发) case (int)Client.GameEventID.UIEVENT_UPDATEITEM: { if (null != param && param is ItemDefine.UpdateItemPassData) { ItemDefine.UpdateItemPassData passData = param as ItemDefine.UpdateItemPassData; if (passData.UpdateType == ItemDefine.UpdateItemType.Add || (passData.UpdateType == ItemDefine.UpdateItemType.Update && passData.ChangeNum > 0)) { GuideDefine.GetTriggerMaskByType(GuideDefine.GuideTriggerType.Condition); //任务提交面板显示检测工作流(条件触发) Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOWCHECK , new CheckWorkFlowData() { CheckTypeMask = (GuideDefine.GetTriggerMaskByType(GuideDefine.GuideTriggerType.Condition) | GuideDefine.GetTriggerMaskByType(GuideDefine.GuideTriggerType.ItemGet)), Param = passData.BaseId, }); } } } break; case (int)Client.GameEventID.UIEVENTUISTATECHANGED: { if (null != param && param is PanelID) { PanelID pid = (PanelID)param; RefreshGuideTargetObj(pid); } } break; } if (triggerType != GuideDefine.GuideTriggerType.Invalide) { //检测工作流 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTDOGUIDEWORKFLOWCHECK, new CheckWorkFlowData() { CheckTypeMask = GuideDefine.GetTriggerMaskByType(triggerType), Param = param, }); } if (playerLogin) { //数据流准备好 Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENTGUIDEWORKFLOWCHECKCOMPLETE); } }