示例#1
0
    // 出售物品
    public void ReqSellItem(long itemID, int count)
    {
        PUseCommonItem data = new PUseCommonItem();

        data.comItem.Add(new PComItem
        {
            id  = itemID,
            num = count,
        });

        Net.Send(eCommand.SALE_GOOD_TOSYS, data, (buffer) =>
        {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.SALE_GOOD_TOSYS))
            {
                return;
            }

            ItemInfo info = GetItem(itemID);
            if (info != null)
            {
                AddMoney(info.Cfg.Price * count, PriceType.MONEY);
            }
            UseItem(itemID, count);

            UIManager.Instance.RefreshWindow <UINewBagView>();
        });
    }
示例#2
0
    // 请求取消升级建筑
    public void RequestCancelUpgradeBuilding(long buildingID)
    {
        BuildingInfo infoSend = GetBuilding(buildingID);

        if (infoSend == null)
        {
            return;
        }

        PCMLongInt data = new PCMLongInt();

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

        Net.Send(eCommand.CANCLE_UPGRADE_BUILD, data, (buffer) => {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.CANCLE_UPGRADE_BUILD))
            {
                return;
            }

            // 返还资源
            UserManager.Instance.AddMoney(Mathf.FloorToInt(infoSend.CfgLevel.CostStone * GameConfig.CITY_BUILDING_CANCEL_BACK), PriceType.STONE);
            UserManager.Instance.AddMoney(Mathf.FloorToInt(infoSend.CfgLevel.CostWood * GameConfig.CITY_BUILDING_CANCEL_BACK), PriceType.WOOD);

            infoSend.LevelUpRemainTime.Reset();

            // TODO 返还资源由服务器推送
            RefreshUI(buildingID);
        });
    }
示例#3
0
    // 设置阵型
    public void ReqSetFormation()
    {
        PSetLineUp data = new PSetLineUp();

        data.lineType = eLineUpType.BT_PVE;
        int index = 0;

        foreach (var item in PVEHeroList)
        {
            ++index;
            data.positionHero.Add(new PPosionInfo
            {
                pos = index,
                arg = item.EntityID,
            });
        }
        Net.Send(eCommand.SET_LINE_UP, data, (buffer) =>
        {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.SET_LINE_UP))
            {
                return;
            }
        });
    }
示例#4
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            public void ShouldOnlyAllowBetweenZeroAndOneHundred()
            {
                var answer = new CommonAnswer();

                Assert.Throws <InvalidGradeException>(() =>
                {
                    answer.Grade = -1;
                });

                Assert.Throws <InvalidGradeException>(() =>
                {
                    answer.Grade = 101;
                });
            }
示例#5
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    private void OnMsgWhichGameServer(byte[] buffer)
    {
        CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);

        if (!Net.CheckErrorCode(ret.err_code, eCommand.WHICH_GAME_SERVER))
        {
            // 重新连接登录服务器(此时登录服务器已经断开连接)
            ServerManager.Instance.ReConnectToLoginServer();
            return;
        }
        ;

        // 选择游戏服务器成功,可以直接连接游戏服务器
        ServerManager.Instance.ConnectGameServer();
    }
示例#6
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    private void OnMsgJoin(byte[] buffer)
    {
        CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);

        if (!Net.CheckErrorCode(ret.err_code, eCommand.JOIN))
        {
            return;
        }

        // 此时正式进入游戏
        Game.Instance.IsInGame = true;
        NetworkManager.Instance.NeedToSendHeartBeat = true;
        EventDispatcher.TriggerEvent(EventID.EVENT_UI_LOGIN_OK);

        UserManager.Instance.RequestUserInfo();
    }
示例#7
0
    private void UseItem(int itemCfgID, int count)
    {
        PCMInt2 data = new PCMInt2();

        data.arg  = itemCfgID;
        data.arg2 = count;

        NetworkManager.Instance.Send(eCommand.SYS_REDUCE_GOOD, data, (byte[] buffer) =>
        {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (ret.err_code != 0)
            {
                Log.Error("GM使用物品失败 {0}", ret.err_code);
                return;
            }

            Log.Info("GM使用物品成功");
            if (itemCfgID == GameConfig.ITEM_CONFIG_ID_MONEY)
            {
                UserManager.Instance.Money = Mathf.Max(UserManager.Instance.Money - count, 0);
            }
            else if (itemCfgID == GameConfig.ITEM_CONFIG_ID_WOOD)
            {
                UserManager.Instance.Money = Mathf.Max(UserManager.Instance.Wood - count, 0);
            }
            else if (itemCfgID == GameConfig.ITEM_CONFIG_ID_STONE)
            {
                UserManager.Instance.Money = Mathf.Max(UserManager.Instance.Stone - count, 0);
            }
            else if (itemCfgID == GameConfig.ITEM_CONFIG_ID_GOLD)
            {
                UserManager.Instance.Money = Mathf.Max(UserManager.Instance.Gold - count, 0);
            }
            else
            {
                ItemInfo info = UserManager.Instance.GetItemByConfigID(itemCfgID);
                if (info != null)
                {
                    info.Number = Mathf.Max(info.Number - count, 0);
                }
            }

            EventDispatcher.TriggerEvent(EventID.EVENT_UI_MAIN_REFRESH_VALUE);
        });
    }
示例#8
0
    // 向服务器请求重置挑战次数
    public void RequestResetFightCount(int levelID)
    {
        PCMInt data = new PCMInt();

        data.arg = levelID;
        Net.Send(eCommand.BUY_ELITE_COUNT, data, (buffer) => {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.BUY_ELITE_COUNT))
            {
                return;
            }

            // 重置攻打次数
            LevelInfo info = GetLevelInfo(levelID);
            if (info != null)
            {
                info.fightCount = 0;
            }

            UserManager.Instance.CostMoney(GameConfig.PVE_RESET_FIGHT_COUNT_COST, PriceType.GOLD);
            UIManager.Instance.RefreshWindow <UINewPVELevelInfoView>();
            EventDispatcher.TriggerEvent(EventID.EVENT_UI_MAIN_REFRESH_VALUE);
        });
    }
示例#9
0
    public void RequestSkillUpgrade(long heroID, int skillID, int index)
    {
        HeroInfo info = GetHeroInfo(heroID);

        if (info == null)
        {
            return;
        }

        SkillInfo skillInfo = info.GetSkillByID(skillID);

        int level = 1;

        if (skillInfo != null)
        {
            level = skillInfo.Level;
        }

        if (level + 1 > info.Level)
        {
            UIUtil.ShowMsgFormat("MSG_HERO_SKILL_NEED_HERO_LEVEL", info.Level + 1);
            return;
        }

        int moneyCost = SkillInfo.GetUpgradeCost(index, level);

        if (UserManager.Instance.Money < moneyCost)
        {
            UIUtil.ShowMsgFormat("MSG_CITY_BUILDING_MONEY_LIMIT");
            return;
        }

        if (UserManager.Instance.GetCurrentSkillPoint() <= 0)
        {
            UIUtil.ShowMsgFormat("MSG_HERO_SKILL_POINT_LIMIT");
            return;
        }

        PSkill builder = new PSkill();

        builder.heroId = heroID;
        builder.cfgId  = skillID;

        NetworkManager.Instance.Send(eCommand.UPGRADE_SKILL, builder, (buffer) => {
            CommonAnswer ret = Net.Deserialize <CommonAnswer>(buffer);
            if (!Net.CheckErrorCode(ret.err_code, eCommand.UPGRADE_SKILL))
            {
                return;
            }

            // 减去消耗的金钱和技能点
            Money -= moneyCost;
            UseSkillPoint();

            if (skillInfo != null)
            {
                ++skillInfo.Level;
            }

            // 刷新英雄技能界面
            UIManager.Instance.RefreshWindow <UINewHeroView>();
            UIManager.Instance.RefreshWindow <UINewHeroListView>();

            // 刷新主界面的金钱数据
            EventDispatcher.TriggerEvent(EventID.EVENT_UI_MAIN_REFRESH_VALUE);
        });
    }