void OnLoadSkillRoot(bool bSuccess, object param) { if (SkillLevelUpRoot.Instance() != null) { int nTab = (int)param; SkillLevelUpRoot.Instance().CurHighIndex = nTab; } }
void OnEnable() { if (SkillLevelUpRoot.Instance() != null) { m_SelectSkillEx = SkillLevelUpRoot.Instance().SelectSkillEx; } SetGetItemWinData(); }
public uint Execute(PacketDistributed ipacket) { GC_SKILL_STUDY packet = (GC_SKILL_STUDY )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; if (_mainPlayer) { if (!packet.HasAttachSkillId) { _mainPlayer.StudySkillOpt(packet.SkillId, packet.Skillindex); } else { _mainPlayer.StudySkillOpt(packet.SkillId, packet.Skillindex, packet.AttachSkillId, packet.AttachSkillIndex); } } if (SkillLevelUpRoot.Instance()) { SkillLevelUpRoot.Instance().UpdateSkillInfo(); if (SkillLevelUpRoot.Instance().DelUpdateSkillMenu != null) { SkillLevelUpRoot.Instance().DelUpdateSkillMenu(); } } if (GUIData.delMasterDataUpdate != null) { GUIData.delMasterDataUpdate(); } //新手引导-突刺第一步 for (int i = 0; i < GlobeVar.SKILL_GUIDE_START_IDS.Length; i++) { if (GlobeVar.SKILL_GUIDE_START_IDS[i] == packet.SkillId && GameManager.gameManager.RunningScene == (int)Games.GlobeDefine.GameDefine_Globe.SCENE_DEFINE.SCENE_FB_CABALINTRO) { SkillBarLogic.Instance().NewPlayerGuide(3); break; } } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public uint Execute(PacketDistributed ipacket) { GC_SYN_SKILLINFO packet = (GC_SYN_SKILLINFO )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic PlayerData playerDataPool = GameManager.gameManager.PlayerDataPool; //先清除 for (int skillIndex = 0; skillIndex < playerDataPool.OwnSkillInfo.Length; skillIndex++) { playerDataPool.OwnSkillInfo[skillIndex].CleanUp(); } for (int i = 0; i < packet.skillidCount; i++) { int nIndex = packet.GetSkillindex(i); if (nIndex >= 0 && nIndex < playerDataPool.OwnSkillInfo.Length) { playerDataPool.OwnSkillInfo[nIndex].SkillId = packet.GetSkillid(i); //冷却时间 playerDataPool.OwnSkillInfo[nIndex].CDTime = packet.GetCDTime(i); playerDataPool.OwnSkillInfo[nIndex].LevelUpExp = packet.GetSkillExp(i); //如果这个技能被废除,客户端启用的技能Index值也对应清理一下 if (playerDataPool.OwnSkillInfo[nIndex].SkillId == -1) { if (PlayerPreferenceData.PVESkillIdCurUsing == nIndex) { PlayerPreferenceData.PVESkillIdCurUsing = -1; } if (PlayerPreferenceData.PVPSkillIdCurUsing == nIndex) { PlayerPreferenceData.PVPSkillIdCurUsing = -1; } } } } if (Singleton <ObjManager> .GetInstance().MainPlayer != null) { Singleton <ObjManager> .GetInstance().MainPlayer.UpdateSkillInfo(); } if (PVPPowerWindow.Instance()) { PVPPowerWindow.Instance().UpdateSkillList(); } // if (SkillRootLogic.Instance()) // { // if (packet.HasIsSkillLevelUp && packet.IsSkillLevelUp ==1) // { // if (null != GameManager.gameManager) // { // GameManager.gameManager.SoundManager.PlaySoundEffect(141); //skill_levelup // } // SkillRootLogic.Instance().PlaySkillLevelUpEffect(); // } // // SkillRootLogic.Instance().UpdateSkillInfo(); // if (SkillLevelUpRoot.Instance()) { if (packet.HasIsSkillLevelUp && packet.IsSkillLevelUp == 1) { if (null != GameManager.gameManager) { GameManager.gameManager.SoundManager.PlaySoundEffect(141); //skill_levelup } SkillLevelUpRoot.Instance().PlaySkillLevelUpEffect(); SkillLevelUpRoot.Instance().PlayLevelupEffect(); } SkillLevelUpRoot.Instance().UpdateSkillInfo(); if (SkillLevelUpRoot.Instance().DelUpdateSkillMenu != null) { SkillLevelUpRoot.Instance().DelUpdateSkillMenu(); } } if (GUIData.delMasterDataUpdate != null) { GUIData.delMasterDataUpdate(); } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public uint Execute(PacketDistributed ipacket) { GC_SYN_ATTR packet = (GC_SYN_ATTR)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic //判断是MainPlayer还是其他Obj Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; PlayerData playerDataPool = GameManager.gameManager.PlayerDataPool; //血量 bool isHpChange = false; if (packet.HasCurHp) { playerDataPool.MainPlayerBaseAttr.HP = packet.CurHp; isHpChange = true; } if (packet.HasMaxHP) { playerDataPool.MainPlayerBaseAttr.MaxHP = packet.MaxHP; #if UNITY_ANDROID // 台湾安卓渠道特有,提交血量排行榜数据 if (PlatformHelper.IsChannelTW()) { PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.HP, playerDataPool.MainPlayerBaseAttr.MaxHP); } #endif isHpChange = true; } if (isHpChange && _mainPlayer != null) { _mainPlayer.OptHPChange(); } //法力 bool isMpChange = false; if (packet.HasCurMp) { playerDataPool.MainPlayerBaseAttr.MP = packet.CurMp; isMpChange = true; } if (packet.HasMaxMP) { playerDataPool.MainPlayerBaseAttr.MaxMP = packet.MaxMP; isMpChange = true; } if (isMpChange && _mainPlayer != null) { _mainPlayer.OptMPChange(); } //怒气 bool isXpChange = false; if (packet.HasCurXp) { playerDataPool.MainPlayerBaseAttr.XP = packet.CurXp; isXpChange = true; } if (packet.HasMaxXP) { playerDataPool.MainPlayerBaseAttr.MaxXP = packet.MaxXP; isXpChange = true; } if (isXpChange && _mainPlayer != null) { _mainPlayer.OptXPChange(); } //等级 if (packet.HasCurLev) { // 更新配置文件 playerDataPool.MainPlayerBaseAttr.Level = packet.CurLev; if (_mainPlayer) { for (int i = 0; i < LoginData.loginRoleList.Count; i++) { if (LoginData.loginRoleList[i].guid == _mainPlayer.GUID) { LoginData.loginRoleList[i].level = packet.CurLev; UserConfigData.AddRoleInfo(); break; } } _mainPlayer.OptLevelChange(); if (LivingSkillLogic.Instance() != null) { LivingSkillLogic.Instance().UpdatePlayerStamina(); } _mainPlayer.UpdateSelectDrug(); } } // 经验 if (packet.HasCurExp) { playerDataPool.MainPlayerBaseAttr.Exp = packet.CurExp; if (_mainPlayer) { _mainPlayer.OnExpChange(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateExpShow(); } } if (packet.HasOffLineExp) { playerDataPool.MainPlayerBaseAttr.OffLineExp = packet.OffLineExp; if (null != _mainPlayer) { _mainPlayer.OnOffLineExpChange(); } } //体能 if (packet.HasCurStamina) { playerDataPool.MainPlayerBaseAttr.CurStamina = packet.CurStamina; if (LivingSkillLogic.Instance() != null) { LivingSkillLogic.Instance().UpdatePlayerStamina(); } } //金钱 if (packet.HasCurMoney) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_COIN, packet.CurMoney); #if UNITY_ANDROID // 台湾安卓渠道特有,提交金币排行榜数据 if (PlatformHelper.IsChannelTW()) { PlatformHelper.SubmitRankScore(Games.GlobeDefine.GameDefine_Globe.GOOGLEPLAY_RANK_TYPE.GOLD_COINS, packet.CurMoney); } #endif if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (FlyWingRoot.Instance()) { FlyWingRoot.Instance().UpdateMoneyInfo(); } // if (SwordsManController.Instance() != null) // { // SwordsManController.Instance().UpdateCoin(); // } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateMoneyShow(); } if (GemLogic.Instance() != null) { GemLogic.Instance().UpdateMoneyInfo(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } if (RestaurantController.Instance() != null) { RestaurantController.Instance().UpdateMoneyInfo(); } if (EquipStrengthenLogic.Instance() != null) { EquipStrengthenLogic.Instance().UpdateMoneyInfo(); } if (SkillLevelUpRoot.Instance() != null) { SkillLevelUpRoot.Instance().UpdateSkillInfo(); } } //元宝 if (packet.HasCurYuanBao) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO, packet.CurYuanBao); if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (YuanBaoShopLogic.Instance()) { YuanBaoShopLogic.Instance().UpdateYuanBaoInfo(); } if (DailyLuckyDrawLogic.Instance()) { DailyLuckyDrawLogic.Instance().UpdateMoney(); } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } //神器强化界面 if (EquipShenQiStrength.Instance() != null) { EquipShenQiStrength.Instance().UpdateMoneyShow(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } } //绑定元宝 if (packet.HasCurBDYuanBao) { playerDataPool.Money.SetMoney(MONEYTYPE.MONEYTYPE_YUANBAO_BIND, packet.CurBDYuanBao); if (FashionLogic.Instance() != null) { FashionLogic.Instance().UpdateRuby(); } if (BackPackLogic.Instance()) { BackPackLogic.Instance().UpdateMoneyInfo(); } if (YuanBaoShopLogic.Instance()) { YuanBaoShopLogic.Instance().UpdateYuanBaoInfo(); } if (DailyLuckyDrawLogic.Instance()) { DailyLuckyDrawLogic.Instance().UpdateMoney(); } if (CangKuLogic.Instance()) { CangKuLogic.Instance().UpdateBackPack_Money(); } if (RestaurantController.Instance() != null) { RestaurantController.Instance().UpdateMoneyInfo(); } if (null != GUIData.delMoneyChanged) { GUIData.delMoneyChanged(); } } // if (packet.HasSwordsManScore) // { // playerDataPool.SwordsManScore = packet.SwordsManScore; // if (SwordsManController.Instance() != null) // { // SwordsManController.Instance().UpdateSwordsManScore(); // } // } if (packet.HasReputation) { playerDataPool.Reputation = packet.Reputation; } //是否在战斗状态 if (packet.HasIsInCombat && _mainPlayer != null) { bool oldCombat = _mainPlayer.InCombat; _mainPlayer.InCombat = (packet.IsInCombat == 1 ? true:false); if (!_mainPlayer.InCombat && oldCombat) { _mainPlayer.LastLeaveCombatTime = Time.time; } else if (_mainPlayer.InCombat && !oldCombat) { _mainPlayer.LastLeaveCombatTime = 0.0f; } } //经验 血 蓝 变化时 更新主角属性界面 if (packet.HasCurHp || packet.HasCurMp || packet.HasCurExp) { if (RoleViewLogic.Instance() != null) { RoleViewLogic.Instance().UpdateCurAttr(); } } if (packet.HasGuildDKP) { playerDataPool.GuildDKP = packet.GuildDKP; if (GuildShopLogic.Instance() != null) { GuildShopLogic.Instance().UpdateGuildDKP(); } } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }