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JJBB/Assets/Project/Script/GameLogic/NetWork/PacketHandler/GC_ADDFRIENDHandler.cs

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2024-08-23 15:49:34 +08:00
//This code create by CodeEngine
using System;
using Module.Log;
using Google.ProtocolBuffers;
using System.Collections;
namespace SPacket.SocketInstance
{
public class GC_ADDFRIENDHandler : Ipacket
{
public uint Execute(PacketDistributed ipacket)
{
GC_ADDFRIEND packet = (GC_ADDFRIEND)ipacket;
if (null == packet)
return (uint)PACKET_EXE.PACKET_EXE_ERROR;
if (null != GameManager.gameManager.PlayerDataPool.FriendList)
{
Relation _relation = new Relation();
_relation.Guid = packet.Guid;
_relation.Name = packet.Name;
_relation.Level = packet.Level;
_relation.Profession = packet.Prof;
_relation.CombatNum = packet.Combat;
_relation.State = packet.State;
_relation.TimeInfo = packet.TimeInfo;
_relation.FriendPoint = packet.IntimacyDegree;
if (GameManager.gameManager.PlayerDataPool.FriendList.AddRelation(_relation))
{
if (Singleton<ObjManager>.Instance.MainPlayer != null)
{
Singleton<ObjManager>.Instance.MainPlayer.SendNoticMsg(false, "#{2393}");
}
}
}
//<2F><><EFBFBD>º<EFBFBD><C2BA>ѽ<EFBFBD><D1BD><EFBFBD><E6A3A8><EFBFBD><EFBFBD>δ<EFBFBD>򿪣<EFBFBD><F2BFAAA3><EFBFBD>UpdateFriendList<73><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (null != GUIData.delFriendDataUpdate) GUIData.delFriendDataUpdate();
return (uint)PACKET_EXE.PACKET_EXE_CONTINUE;
}
}
}