//TODO:玩家升级的逻辑处理 技能点 void LevelUp() { //Modify Hp Mp Level += 1; Exp = 0; Log.Net("AddLevelUp " + IsMine()); if (IsMine()) { var setSync = CGSetProp.CreateBuilder(); setSync.Key = (int)CharAttribute.CharAttributeEnum.EXP; setSync.Value = 0; KBEngine.Bundle.sendImmediate(setSync); var sync = CGAddProp.CreateBuilder(); sync.Key = (int)CharAttribute.CharAttributeEnum.LEVEL; sync.Value = 1; KBEngine.Bundle.sendImmediate(sync); } Util.ShowLevelUp(Level); var par = Instantiate(Resources.Load <GameObject>("particles/events/levelUp")) as GameObject; NGUITools.AddMissingComponent <RemoveSelf>(par); par.transform.parent = ObjectManager.objectManager.transform; par.transform.position = transform.position; if (IsMine()) { //MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.UpdateMainUI); MyEventSystem.myEventSystem.PushEvent(MyEvent.EventType.UpdatePlayerData); } }
IEnumerator InitGameData() { GameInterface_Backpack.ClearDrug(); yield return(StartCoroutine(NetworkUtil.WaitForPlayer())); var me = ObjectManager.objectManager.GetMyPlayer(); GameInterface_Skill.AddSkillBuff(ObjectManager.objectManager.GetMyPlayer(), (int)SkillData.SkillConstId.AddMP, Vector3.zero); var attr = me.GetComponent <NpcAttribute>(); var sync = CGSetProp.CreateBuilder(); sync.Key = (int)CharAttribute.CharAttributeEnum.LEVEL; sync.Value = 1; KBEngine.Bundle.sendImmediate(sync); PlayerData.ResetSkillLevel(); }