private void TroopTrainOver(object obj) { GC_TroopTrain_Over data = (GC_TroopTrain_Over)obj; // EventManager.GetInstance().SendEvent("Private_TroopTrainRefreshTroops"); }
public uint Execute(PacketDistributed ipacket) { GC_TroopTrain_Over packet = (GC_TroopTrain_Over )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic if (packet.Ret == 0) { int queueIndex = -1; PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> (); for (int i = 0; i < proxy.city.trainList.Count; i++) { if (proxy.city.trainList[i].queueid == packet.Queueid) { queueIndex = proxy.city.trainList [i].queueIndex; proxy.city.trainList.RemoveAt(i); } } //设置队伍中的单位信息 for (int i = 0; i < proxy.marchList.Count; i++) { if (proxy.marchList[i].buildId == packet.Buildid) { List <TroopVo> list = proxy.marchList [i].troopList; for (int j = 0; j < list.Count; j++) { if (list[j].queueIndex == queueIndex) { list [j].health = packet.Hp; } } } } EventManager.GetInstance().SendEvent(EventId.TroopTrainOver, null); } else { UnityEngine.Debug.Log("数据包报错了!!!"); } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public static PacketDistributed CreatePacket(MessageID packetID) { PacketDistributed packet = null; switch (packetID) { case MessageID.PACKET_CG_ASSIGN_HERO: { packet = new CG_ASSIGN_HERO(); } break; case MessageID.PACKET_CG_BATTLEINFOR: { packet = new CG_BATTLEINFOR(); } break; case MessageID.PACKET_CG_BATTLEPREPARE: { packet = new CG_BATTLEPREPARE(); } break; case MessageID.PACKET_CG_BUILDING_LEVELUP: { packet = new CG_Building_LevelUp(); } break; case MessageID.PACKET_CG_CHAT: { packet = new CG_CHAT(); } break; case MessageID.PACKET_CG_CONNECTED_HEARTBEAT: { packet = new CG_CONNECTED_HEARTBEAT(); } break; case MessageID.PACKET_CG_CREATEROLE: { packet = new CG_CREATEROLE(); } break; case MessageID.PACKET_CG_FIGHT: { packet = new CG_FIGHT(); } break; case MessageID.PACKET_CG_LEAVE_COPYSCENE: { packet = new CG_LEAVE_COPYSCENE(); } break; case MessageID.PACKET_CG_LOGIN: { packet = new CG_LOGIN(); } break; case MessageID.PACKET_CG_MARCH_MOVE: { packet = new CG_MARCH_MOVE(); } break; case MessageID.PACKET_CG_MOVE: { packet = new CG_MOVE(); } break; case MessageID.PACKET_CG_OBJPOSLIST: { packet = new CG_OBJPOSLIST(); } break; case MessageID.PACKET_CG_REQ_NEAR_LIST: { packet = new CG_REQ_NEAR_LIST(); } break; case MessageID.PACKET_CG_ROBOT_OPEN: { packet = new CG_ROBOT_OPEN(); } break; case MessageID.PACKET_CG_SEND_MARCH: { packet = new CG_SEND_MARCH(); } break; case MessageID.PACKET_CG_SKILL_USE: { packet = new CG_SKILL_USE(); } break; case MessageID.PACKET_CG_TROOP_TRAIN: { packet = new CG_Troop_Train(); } break; case MessageID.PACKET_GC_ASSIGN_HERO: { packet = new GC_ASSIGN_HERO(); } break; case MessageID.PACKET_GC_ATTACKFLY: { packet = new GC_ATTACKFLY(); } break; case MessageID.PACKET_GC_BATTLEEND: { packet = new GC_BATTLEEND(); } break; case MessageID.PACKET_GC_BATTLEINFOR: { packet = new GC_BATTLEINFOR(); } break; case MessageID.PACKET_GC_BATTLEPREPARE: { packet = new GC_BATTLEPREPARE(); } break; case MessageID.PACKET_GC_BATTLESTART: { packet = new GC_BattleStart(); } break; case MessageID.PACKET_GC_BUILDING_LEVELUP: { packet = new GC_Building_LevelUp(); } break; case MessageID.PACKET_GC_CHAT: { packet = new GC_CHAT(); } break; case MessageID.PACKET_GC_CONNECTED_HEARTBEAT: { packet = new GC_CONNECTED_HEARTBEAT(); } break; case MessageID.PACKET_GC_CREATEROLE_RET: { packet = new GC_CREATEROLE_RET(); } break; case MessageID.PACKET_GC_DELETE_OBJ: { packet = new GC_DELETE_OBJ(); } break; case MessageID.PACKET_GC_FIGHT: { packet = new GC_FIGHT(); } break; case MessageID.PACKET_GC_FORCE_SETPOS: { packet = new GC_FORCE_SETPOS(); } break; case MessageID.PACKET_GC_LOGIN_QUEUE_STATUS: { packet = new GC_LOGIN_QUEUE_STATUS(); } break; case MessageID.PACKET_GC_LOGIN_RET: { packet = new GC_LOGIN_RET(); } break; case MessageID.PACKET_GC_MARCH_MOVE: { packet = new GC_MARCH_MOVE(); } break; case MessageID.PACKET_GC_MOVE: { packet = new GC_MOVE(); } break; case MessageID.PACKET_GC_NEAR_MARCHLIST: { packet = new GC_NEAR_MARCHLIST(); } break; case MessageID.PACKET_GC_NOTICE: { packet = new GC_NOTICE(); } break; case MessageID.PACKET_GC_OBJCOMMANDPURSUE: { packet = new GC_OBJCOMMANDPURSUE(); } break; case MessageID.PACKET_GC_OBJGETHURT: { packet = new GC_OBJGETHURT(); } break; case MessageID.PACKET_GC_OBJPOSLIST: { packet = new GC_OBJPOSLIST(); } break; case MessageID.PACKET_GC_OBJPREPAREFORATTACK: { packet = new GC_OBJPREPAREFORATTACK(); } break; case MessageID.PACKET_GC_PLAY_EFFECT: { packet = new GC_PLAY_EFFECT(); } break; case MessageID.PACKET_GC_REMOVEEFFECT: { packet = new GC_REMOVEEFFECT(); } break; case MessageID.PACKET_GC_RET_USE_SKILL: { packet = new GC_RET_USE_SKILL(); } break; case MessageID.PACKET_GC_ROBOT_OPEN: { packet = new GC_ROBOT_OPEN(); } break; case MessageID.PACKET_GC_SEND_MARCH: { packet = new GC_SEND_MARCH(); } break; case MessageID.PACKET_GC_STOP: { packet = new GC_STOP(); } break; case MessageID.PACKET_GC_TELEMOVE: { packet = new GC_TELEMOVE(); } break; case MessageID.PACKET_GC_TROOPTRAIN_OVER: { packet = new GC_TroopTrain_Over(); } break; case MessageID.PACKET_GC_TROOP_TRAIN: { packet = new GC_Troop_Train(); } break; case MessageID.PACKET_GC_UPDATE_ANIMATION_STATE: { packet = new GC_UPDATE_ANIMATION_STATE(); } break; case MessageID.PACKET_GC_UPDATE_MARCH: { packet = new GC_Update_March(); } break; case MessageID.PACKET_GC_UPDATE_NEEDIMPACTINFO: { packet = new GC_UPDATE_NEEDIMPACTINFO(); } break; case MessageID.PACKET_GC_UPDATE_SCENE_INSTACTIVATION: { packet = new GC_UPDATE_SCENE_INSTACTIVATION(); } break; } if (null != packet) { packet.packetID = packetID; } return(packet); }