public static void SendHeartBeat() { RBase rb = new RBase(); rb.cmd = (short)CmdAction.HeartReq; //Exec<RBase>(ClientProxy.sProxy, rb); }
void OnEnterResult(RBase rsp) { //U3D.CloseLoading(); //RoleInfo ret = rsp as RoleInfo; //if (ret != null) //{ // GameData.Role.Clear();//每次进入一条线,其他线的信息就清理掉. // GameData.line = ret.line; // GameData.Role[ret.line] = ret; // Startup.ins.ShowRoleInfo(); //} }
static void OnPlayerLeave(RBase req) { PlayerEnterMap remove = req as PlayerEnterMap; if (remove != null) { //把场景上的此玩家删除掉. string strTip = "玩家:"; foreach (var each in remove.insertPlayer) { strTip += each.Value.Name + " "; } strTip += "离开"; U3D.PopupTip(strTip); //insert.insertPlayer; } }
static void OnPlayerInsert(RBase req) { PlayerEnterMap insert = req as PlayerEnterMap; if (insert != null) { //把场景上的此玩家删除掉. string strTip = "玩家:"; foreach (var each in insert.insertPlayer) { strTip += each.Value.Name + " "; } strTip += "进入"; U3D.PopupTip(strTip); //insert.insertPlayer; } }