public static void OnRoleOperation_CreateRoleReturn(byte[] buffer) { RoleOperation_CreateRoleReturnProto proto = RoleOperation_CreateRoleReturnProto.GetProto(buffer); #if DEBUG_LOG_PROTO Debug.Log("<color=#00eaff>接收消息:</color><color=#00ff9c>" + proto.ProtoEnName + " " + proto.ProtoCode + "</color>"); Debug.Log("<color=#c5e1dc>==>>" + JsonUtility.ToJson(proto) + "</color>"); #endif }
public static RoleOperation_CreateRoleReturnProto ToProto(byte[] buffer) { using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { RoleOperation_CreateRoleReturnProto proto = new RoleOperation_CreateRoleReturnProto(); proto.IsSucess = ms.ReadBool(); if (!proto.IsSucess) { proto.MessageID = ms.ReadInt(); } return(proto); } }
public static RoleOperation_CreateRoleReturnProto GetProto(byte[] buffer) { RoleOperation_CreateRoleReturnProto proto = new RoleOperation_CreateRoleReturnProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.IsSuccess = ms.ReadBool(); if (!proto.IsSuccess) { proto.MsgCode = ms.ReadInt(); } } return(proto); }
/// <summary> /// 服务器对客户端创建角色的事件响应 /// </summary> /// <param name="p"></param> private void OnCreateRoleReturnEventHandler(byte[] p) { RoleOperation_CreateRoleReturnProto proto = RoleOperation_CreateRoleReturnProto.GetProto(p); Debug.Log(proto.IsSuccess); if (proto.IsSuccess) { AppDebug.Log("创建成功"); } else { UIMessageCtr.Instance.Show("提示", "创建角色失败"); } }
private void CreateRoleProtoReturn(MFReturnValue <object> ret, Role role) { RoleOperation_CreateRoleReturnProto proto = new RoleOperation_CreateRoleReturnProto(); if (ret.HasError) { proto.IsSucess = false; proto.MessageID = 100; } else { proto.IsSucess = true; } role.Client_Socket.SendMsg(proto.ToArray()); }
public static RoleOperation_CreateRoleReturnProto GetProto(MMO_MemoryStream ms, byte[] buffer) { RoleOperation_CreateRoleReturnProto proto = new RoleOperation_CreateRoleReturnProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.IsSuccess = ms.ReadBool(); if (!proto.IsSuccess) { proto.MsgCode = ms.ReadInt(); } return(proto); }
public static void OnRoleOperation_CreateRoleReturn(byte[] buffer) { RoleOperation_CreateRoleReturnProto proto = RoleOperation_CreateRoleReturnProto.GetProto(buffer); #if DEBUG_LOG_PROTO Debug.Log("<color=#00eaff>接收消息:</color><color=#00ff9c>" + proto.ProtoEnName + " " + proto.ProtoCode + "</color>"); Debug.Log("<color=#c5e1dc>==>>" + JsonUtility.ToJson(proto) + "</color>"); #endif if (proto.IsSuccess) { Log.Info("创建角色成功"); GameEntry.Procedure.SetData <VarInt>(Constant.ProcedureData.NextSceneId, 1); } else { GameEntry.UI.OpenDialog(new DialogParams() { Mode = 1, Title = "提示", Message = "用户名已存在", }); } }
/// <summary> /// 创建角色 结果 协议回调 /// </summary> /// <param name="p"></param> private void OnCreateRoleReturnProto(byte[] p) { RoleOperation_CreateRoleReturnProto proto = RoleOperation_CreateRoleReturnProto.ToProto(p); m_CreateRoleOK = proto.IsSucess; }