/// <summary> /// 升级改变的属性 /// </summary> /// <param name="p"></param> void _Packet(ScRoleLevelUp p) { PRoleAttrItem[] attrs = null; p.changeAttrs.CopyTo(ref attrs); oldPower = attrInfo.power[0]; oldTechnique = attrInfo.tenacious[0]; oldEnergy = attrInfo.energy[0]; moduleAttribute.isRead = false; ChangeAttribute(attrs); DispatchModuleEvent(EventLevelUp, p);//升级角色属性的变化 }
void _Packet_999(ScRoleLevelUp p) { var oldLv = m_roleInfo.level; m_roleInfo.level = (byte)p.level; var oldPoint = m_roleInfo.attrPoint; m_roleInfo.attrPoint += p.attrPoint; var oldMaxFatigue = m_maxFatigue; m_maxFatigue = p.fatigue; var oldFatigue = m_roleInfo.fatigue; ChangeFatigue(true, p.addFatigue); isLevelUp = true; DispatchModuleEvent(EventLevelChanged, oldLv, oldPoint, oldFatigue, oldMaxFatigue); DispatchEvent(EventLevelChanged, Event_.Pop(oldLv, oldPoint, oldFatigue, oldMaxFatigue)); }
void _Packet(ScRoleLevelUp p) { moduleHome.UpdateIconState(HomeIcons.Skill, NeedNotice); }