Пример #1
0
    private void OnMsgPushBuildStatus(byte[] buffer)
    {
        PBuildInfo ret = Net.Deserialize <PBuildInfo>(buffer);

        if (!Net.CheckErrorCode(ret.errorCode, eCommand.PUSH_BUILD_STATUS))
        {
            return;
        }

        BuildingInfo info = GetBuildingByConfigID(ret.cfgId);

        if (info == null)
        {
            return;
        }

        info.Deserialize(ret);
        info.OnLevelUpFinish();

        if (info.BuildingType == CityBuildingType.PALACE)
        {
            // 如果是主城升级完毕,重新取建筑列表,可能会解锁建筑
            RequestBuildingList();
        }
    }
Пример #2
0
    private void OnMsgGetBuildInfo(byte[] buffer)
    {
        PBuildList ret = Net.Deserialize <PBuildList>(buffer);

        if (!Net.CheckErrorCode(ret.errorCode, eCommand.GET_BUILD_INFO))
        {
            return;
        }

        foreach (var item in ret.buildList)
        {
            BuildingInfo info = GetBuilding(item.buildId);
            if (info == null)
            {
                // 新增建筑
                info = CreateBuilding(item.cfgId);
                BuildingList.Add(info);
            }

            info.Deserialize(item);
        }

        // 更新最大储量
        UpdateMaxStorage();

        // 刷新地图
        UIManager.Instance.RefreshWindow <UICityView>();
    }
Пример #3
0
    public void Deserialize(PPlayerInfo data)
    {
        if (data.pBattlePT.Count < 2)
        {
            Log.Error("Error Battle Formation");
            return;
        }

        // pvp的阵型数据
        PBattlePT formation = data.pBattlePT[1];

        // 英雄
        HeroList.Clear();
        foreach (var item in formation.heroPT)
        {
            HeroInfo info = new HeroInfo();
            info.Deserialize(item.hero, false);
            HeroList.Add(info);
        }

        SoldierList.Clear();
        foreach (var item in formation.buildPT)
        {
            BuildingInfo binfo = CityManager.Instance.CreateBuilding(item.build.cfgId);
            if (binfo == null)
            {
                continue;
            }

            TroopBuildingInfo tbinfo = binfo as TroopBuildingInfo;
            if (tbinfo != null)
            {
                // TODO 暂时只处理兵营数据,将来再处理校场,校场含有士兵等级数据
                binfo.Deserialize(item.build);

                SoldierInfo info = new SoldierInfo();
                info.ConfigID = tbinfo.SoldierConfigID;
                SoldierList.Add(info);
            }


            if (binfo.BuildingType == CityBuildingType.TRAIN)
            {
                // 校场,持有士兵等级数据
            }
            else if (binfo.BuildingType == CityBuildingType.TROOP)
            {
                // 兵营
            }
        }
    }
Пример #4
0
    // 请求立即升级建筑
    public void RequestQuickUpgradeBuilding(long buildingID, bool costRes)
    {
        BuildingInfo infoSend = GetBuilding(buildingID);

        if (infoSend == null)
        {
            return;
        }

        PCMLongInt data = new PCMLongInt();

        data.arg1 = buildingID;
        data.arg2 = infoSend.Cfg.BuildingType;

        Net.Send(eCommand.UPGRADE_BUILD_RIGHT_NOW, data, (buffer) => {
            PBuildInfo ret = Net.Deserialize <PBuildInfo>(buffer);
            if (!Net.CheckErrorCode(ret.errorCode, eCommand.UPGRADE_BUILD_RIGHT_NOW))
            {
                return;
            }

            BuildingInfo info = GetBuilding(buildingID);
            if (info != null)
            {
                if (costRes)
                {
                    // 扣除资源(如果是在升级过程中点击快速升级,则不扣除资源)
                    UserManager.Instance.CostMoney(info.CfgLevel.CostStone, PriceType.STONE);
                    UserManager.Instance.CostMoney(info.CfgLevel.CostWood, PriceType.WOOD);
                }

                UserManager.Instance.CostMoney(info.GetQuickLevelUpCost(false), PriceType.GOLD);
                info.Deserialize(ret);
                info.OnLevelUpFinish();

                if (info.BuildingType == CityBuildingType.PALACE)
                {
                    // 如果是主城升级完毕,重新取建筑列表,可能会解锁建筑
                    RequestBuildingList();
                }
            }

            // 升级成功,更新建筑物的最大储量
            UpdateMaxStorage();
            RefreshUI(buildingID);
        });
    }
Пример #5
0
    // 请求升级建筑
    public void RequestUpgradeBuilding(long buildingID)
    {
        if (IsInBuilding())
        {
            return;
        }

        BuildingInfo infoSend = GetBuilding(buildingID);

        if (infoSend == null)
        {
            return;
        }

        PCMLongInt data = new PCMLongInt();

        data.arg1 = buildingID;
        data.arg2 = infoSend.Cfg.BuildingType;

        Net.Send(eCommand.UPGRADE_BUILD_LEVEL, data, (byte[] buffer) =>
        {
            PBuildInfo ret = Net.Deserialize <PBuildInfo>(buffer);
            if (!Net.CheckErrorCode(ret.errorCode, eCommand.UPGRADE_BUILD_LEVEL))
            {
                return;
            }

            BuildingInfo info = GetBuilding(buildingID);
            if (info != null)
            {
                // 扣除相应资源
                UserManager.Instance.CostMoney(info.CfgLevel.CostStone, PriceType.STONE);
                UserManager.Instance.CostMoney(info.CfgLevel.CostWood, PriceType.WOOD);

                info.Deserialize(ret);
            }

            // 升级的时候有增加的资源(当资源满的特殊情况)
            if (ret.addNum > 0)
            {
                DoHarvest(buildingID, ret.addNum);
            }

            RefreshUI(buildingID);
            EventDispatcher.TriggerEvent(EventID.EVENT_CITY_BUILDING_LEVELUP, buildingID);
        });
    }
Пример #6
0
    private void OnMsgPushGetBuild(byte[] buffer)
    {
        PBuildList ret = Net.Deserialize <PBuildList>(buffer);

        if (!Net.CheckErrorCode(ret.errorCode, eCommand.PUSH_GET_BUILD))
        {
            return;
        }

        foreach (var item in ret.buildList)
        {
            BuildingInfo info = CreateBuilding(item.cfgId);
            info.Deserialize(item);
            BuildingList.Add(info);
        }

        // 刷新地图
        UIManager.Instance.RefreshWindow <UICityView>();
    }