private void OnPlayerShowChanged(GameEvent ge, EventParameter parameter) { MsgData_sPlayerShowChanged data = parameter.msgParameter as MsgData_sPlayerShowChanged; //玩家自身数据层的更新 if (data.RoleID == PlayerData.Instance.RoleID) { PlayerData.Instance.OnShowChanged(data.Type, data.Value); } //角色更新 ActorObj obj = CoreEntry.gActorMgr.GetActorByServerID(data.RoleID); if (obj != null) { BaseAttr attr = obj.mBaseAttr; switch ((EModelChange)data.Type) { case EModelChange.MODEL_CHANGE_WING: attr.Wing = data.Value; obj.ChangeWing(SceneLoader.GetWingModelID(attr.FashionState == 0 ? attr.FashionWing : 0, attr.Wing, attr.Prof)); break; case EModelChange.MODEL_CHANGE_WEAPON: attr.Weapon = data.Value; obj.ChangeWeapon(SceneLoader.GetWeaponModelID(attr.FashionState == 0 ? attr.FashionWeapon : 0, attr.ShenBing, attr.Weapon, attr.Prof)); break; case EModelChange.MODEL_CHANGE_DRESS: attr.Dress = data.Value; obj.ChangeClothes(SceneLoader.GetClothesModelID(attr.FashionState == 0 ? attr.FashionDress : 0, attr.Dress, attr.Prof,attr.EquipStarMin)); break; case EModelChange.MODEL_CHANGE_EQUIPSTAR: attr.EquipStarMin = data.Value; obj.ChangeClothes(SceneLoader.GetClothesModelID(attr.FashionState == 0 ? attr.FashionDress : 0, attr.Dress, attr.Prof,attr.EquipStarMin)); break; case EModelChange.MODEL_CHANGE_FASHION_WING: attr.FashionWing = data.Value; obj.ChangeWing(SceneLoader.GetWingModelID(attr.FashionState == 0 ? attr.FashionWing : 0, attr.Wing, attr.Prof)); break; case EModelChange.MODEL_CHANGE_ZHENFA: attr.ZhenFa = data.Value; obj.ChangeZhenFa(data.Value); break; case EModelChange.MODEL_CHANGE_FACTION: attr.Faction = data.Value; obj.ChangeFaction(data.Value); break; case EModelChange.MODEL_CHANGE_FASHION_DRESS: attr.FashionDress = data.Value; obj.ChangeClothes(SceneLoader.GetClothesModelID(attr.FashionState == 0 ? attr.FashionDress : 0, attr.Dress, attr.Prof,attr.EquipStarMin)); break; case EModelChange.MODEL_CHANGE_FASHION_WEAPON: attr.FashionWeapon = data.Value; obj.ChangeWeapon(SceneLoader.GetWeaponModelID(attr.FashionState == 0 ? attr.FashionWeapon : 0, attr.ShenBing, attr.Weapon, attr.Prof)); break; case EModelChange.MODEL_CHANGE_SHENBING: attr.ShenBing = data.Value; obj.ChangeWeapon(SceneLoader.GetWeaponModelID(attr.FashionWeapon, attr.ShenBing, attr.Weapon, attr.Prof)); break; case EModelChange.MODEL_CHANGE_RIDE: obj.FuckHorse(data.Value); break; case EModelChange.MODEL_CHANGE_MAGICKEY: obj.ShowMagicKey(data.Value); break; case EModelChange.MODEL_CHANGE_MAGICKEY_STAR: // 法宝星级 obj.ShowMagicKeyByStar(data.Value); break; case EModelChange.MODEL_CHANGE_PK_STATUS: obj.ChangePKStatus(data.Value); break; case EModelChange.MODEL_CHANGE_GUANZHI: attr.Lord = data.Value; obj.Health.OnCreateHPBar(); break; case EModelChange.MODEL_CHANGE_FASHION: attr.FashionState = data.Value; obj.ChangeWing(SceneLoader.GetWingModelID(attr.FashionState == 0 ? attr.FashionWing : 0, attr.Wing, attr.Prof)); obj.ChangeClothes(SceneLoader.GetClothesModelID(attr.FashionState == 0 ? attr.FashionDress : 0, attr.Dress, attr.Prof,attr.EquipStarMin)); obj.ChangeWeapon(SceneLoader.GetWeaponModelID(attr.FashionState == 0 ? attr.FashionWeapon : 0, attr.ShenBing, attr.Weapon, attr.Prof)); break; case EModelChange.MODEL_CHANGE_EQUIP_TITLE: obj.ChangeHeroTitle(data.Value); break; case EModelChange.MODEL_CHANGE_UNEQUIP_TITLE: obj.ChangeHeroTitle(0); break; default: break; } } }