private void FormEquip_FormClosed(object sender, FormClosedEventArgs e) { this.Hide(); g_FormEquip = null; timerWait.Stop(); FormMain.showForm(); }
private void CbEnterScene(UnityGMClient.EEnterSceneResult retCode, UInt32 currentSceneID, List <UnityGMClient.CSceneRoleInfo> listSceneRoles) { if (retCode != UnityGMClient.EEnterSceneResult.EENTER_SCENE_RESULT_SUCCESS) { MessageBox.Show("返回进入场景失败!", "提示", MessageBoxButtons.OK, MessageBoxIcon.Information); return; } timerWait.Stop(); this.Hide(); FormMain.showForm(); }
private void CbEnterScene(UnityGMClient.EEnterSceneResult retCode, UInt32 currentSceneID, List <UnityGMClient.CSceneRoleInfo> listSceneRoles) { //string lg = "[CbEnterScene][retCode=" + retCode.ToString() + "][prizeCount=" + prizeCount.ToString() + "]\r\n"; //Log(lg); if (retCode != UnityGMClient.EEnterSceneResult.EENTER_SCENE_RESULT_SUCCESS) { return; } GC.CPlayer.Singleton.setCurrentSceneID(currentSceneID); this.Hide(); FormMain.showForm(); }
private void CbEnterScene(UnityGMClient.EEnterSceneResult retCode, UInt32 currentSceneID, List <UnityGMClient.CSceneRoleInfo> listSceneRoles) { string lg = "[CbEnterScene][retCode=" + retCode.ToString() + "][currentSceneID=" + currentSceneID + "]\r\n"; Log(lg); //if (retCode != UnityGMClient.EEnterSceneResult.EENTER_SCENE_RESULT_SUCCESS) //{ // return; //} GC.CPlayer.Singleton.setCurrentSceneID(currentSceneID); this.Hide(); timerWait.Stop(); FormMain.showForm(); }
private void buttonExitSkillSystem_Click(object sender, EventArgs e) { this.Hide(); timerWait.Stop(); FormMain.showForm(); }
private void buttonExit_Click(object sender, EventArgs e) { this.Hide(); FormMain.showForm(); }