public static void UpdateReachedScenes(GC_SYNC_REACHEDSCENE packet) { ReachedScenes.Clear(); for (int i = 0; i < packet.reachedSceneIDCount; i++) { ReachedScenes.Add(packet.reachedSceneIDList[i]); } }
public uint Execute(PacketDistributed ipacket) { GC_SYNC_REACHEDSCENE packet = (GC_SYNC_REACHEDSCENE)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } SceneData.UpdateReachedScenes(packet); return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }