public void InitPlayerData(UnityGMClient.CPlayerData playerData) { m_roleBaseInfoList.Clear(); m_vipScore = playerData.VipScore; List <UnityGMClient.CRoleBaseInfo> list = playerData.RoleList; foreach (UnityGMClient.CRoleBaseInfo role in list) { UnityGMClient.CRoleBaseInfo roleInfo = new UnityGMClient.CRoleBaseInfo(); roleInfo = role; UInt32 key = roleInfo.getRoleIndex(); m_roleBaseInfoList.Add(key, roleInfo); } }
public void cbShowPlayerData(UnityGMClient.EInitRoleListResult retCode, UnityGMClient.CPlayerData playerData) { string lg = "[cbShowRoleList][SendMsgPlayerSystemGC2GMReqPlayerData][retCode=" + retCode + "][roleCount=" + playerData.RoleCount + "]\r\n"; Log(lg); if (retCode != UnityGMClient.EInitRoleListResult.EINITROLELIST_RESUlT_SUCCESS) { textBoxTestShow.Text += "初始化玩家信息失败!\r\n"; return; } if (playerData.RoleCount != playerData.RoleList.Count) { textBoxTestShow.Text += "数据不完成!\r\n"; return; } GC.CPlayer.Singleton.InitPlayerData(playerData); textBoxTestShow.Text += GC.CPlayer.Singleton.getPlayerDataToLogString(); showRadioButton(GC.CPlayer.Singleton.getRoleBaseInfoList()); }