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 }
/// <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"); } }
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", }); } }