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 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 }
/// <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"); } }