public void ReceviceSelectCharacter(SyncSession session, PlayerSelectCharacter_s msg) { if (session.player == null) { Debug.LogError("玩家未登录"); } bool isHave = false; //判断该角色是否在玩家的拥有角色列表 for (int i = 0; i < session.player.OwnCharacter.Count; i++) { if (session.player.OwnCharacter[i] == msg.characterID) { isHave = true; } } //如果是,替换玩家角色 if (isHave) { session.player.characterID = msg.characterID; PlayerSelectCharacter_c m = new PlayerSelectCharacter_c(); m.code = ServiceErrorCode.c_Success; ProtocolAnalysisService.SendMsg(session, m); } else { PlayerSelectCharacter_c m = new PlayerSelectCharacter_c(); m.code = ServiceErrorCode.c_DontOwnCharacter; ProtocolAnalysisService.SendMsg(session, m); } }
static void RecevicePlayerSelectCharacter_s(SyncSession session, ProtocolRequestBase e) { PlayerSelectCharacter_s msg = new PlayerSelectCharacter_s(); msg.characterID = e.m_data["characterid"].ToString(); EventService.DispatchTypeEvent(session, msg); }
public void ReceviceSelectCharacter(SyncSession session, PlayerSelectCharacter_s msg) { if (session.player == null) { Debug.LogError("玩家未登录"); } //判断该角色是否在玩家的拥有角色列表 //如果是,替换玩家角色 session.player.characterID = msg.characterID; PlayerSelectCharacter_c m = new PlayerSelectCharacter_c(); ProtocolAnalysisService.SendMsg(session, m); }