/// <summary> /// 删除角色协议回调 /// </summary> /// <param name="p"></param> private void OnDeleteRoleReturnProto(byte[] p) { RoleOperation_DeleteRoleReturnProto proto = RoleOperation_DeleteRoleReturnProto.ToProto(p); if (proto.IsSucess) { RoleOperation_LogOnGameServerReturnProto.RoleItem roleItem = m_RoleItemList.Find((item) => item.RoleId == CurrentRoleID); if (roleItem != null) { m_RoleItemList.Remove(roleItem); if (m_RoleItemList.Count > 0) { CurrentRoleID = m_RoleItemList[0].RoleId; } else { ShowCreateRoleView(); return; } } else { Debug.Log("Error"); } ShowSelectRoleView(); } else { Debug.Log("Error:0000"); } }
public static RoleOperation_DeleteRoleReturnProto GetProto(byte[] buffer, bool isChild = false) { RoleOperation_DeleteRoleReturnProto proto = new RoleOperation_DeleteRoleReturnProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.IsSuccess = ms.ReadBool(); if (!proto.IsSuccess) { proto.MsgCode = ms.ReadInt(); } if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static void OnRoleOperation_DeleteRoleReturn(byte[] buffer) { RoleOperation_DeleteRoleReturnProto proto = RoleOperation_DeleteRoleReturnProto.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) { GameEntry.UI.OpenDialog(new DialogParams() { Mode = 1, Title = "提示", Message = "删除角色成功", }); //删除角色成功 GameEntry.Event.CommonEvent.Dispatch(GameEntry.Socket.MainSocket, GameEntry.Pool.SpawnClassObject <DeleateRoleSuccessGameEvent>()); } else { GameEntry.UI.OpenDialog(new DialogParams() { Mode = 1, Title = "提示", Message = "删除角色失败", }); } }
public static RoleOperation_DeleteRoleReturnProto ToProto(byte[] buffer) { using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { RoleOperation_DeleteRoleReturnProto proto = new RoleOperation_DeleteRoleReturnProto(); proto.IsSucess = ms.ReadBool(); return(proto); } }
public static void OnRoleOperation_DeleteRoleReturn(byte[] buffer) { RoleOperation_DeleteRoleReturnProto proto = RoleOperation_DeleteRoleReturnProto.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_DeleteRoleReturnProto GetProto(byte[] buffer) { RoleOperation_DeleteRoleReturnProto proto = new RoleOperation_DeleteRoleReturnProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.IsSuccess = ms.ReadBool(); if (!proto.IsSuccess) { proto.MessageId = ms.ReadShort(); } } return(proto); }
private void DeleteRoleReturn(Role role, MFReturnValue <object> ret) { RoleOperation_DeleteRoleReturnProto proto = new RoleOperation_DeleteRoleReturnProto(); if (ret.HasError) { proto.IsSucess = false; } else { proto.IsSucess = true; } role.Client_Socket.SendMsg(proto.ToArray()); }
/// <summary> /// 服务器返回删除角色的消息 /// </summary> /// <param name="p"></param> private void OnDeleteRoleReturn(byte[] p) { RoleOperation_DeleteRoleReturnProto proto = RoleOperation_DeleteRoleReturnProto.GetProto(p); if (proto.IsSuccess) { //删除角色成功 DeleteRole(m_currentRoleId); Debug.Log("删除角色成功"); } else { UIMessageCtr.Instance.Show("提示", "删除角色失败"); } }
public static RoleOperation_DeleteRoleReturnProto GetProto(MMO_MemoryStream ms, byte[] buffer) { RoleOperation_DeleteRoleReturnProto proto = new RoleOperation_DeleteRoleReturnProto(); 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); }