using ProtoBuf; using Thousandto.Plugins.Common; using Thousandto.Core.Asset; using Thousandto.Code.Center; namespace Thousandto.Code.Logic.Network { /// /// 实现消息的回调方法 /// public partial class HandleMsgResult : IHandleMsgResult { public void GS2U_ResNatureInfo( MSG_Nature.ResNatureInfo result ){} public void GS2U_ResNatureUpLevel( MSG_Nature.ResNatureUpLevel result ){} public void GS2U_ResNatureDrug( MSG_Nature.ResNatureDrug result ){} public void GS2U_ResNatureModelSet( MSG_Nature.ResNatureModelSet result ){} public void GS2U_ResNatureFashionUpLevel(MSG_Nature.ResNatureFashionUpLevel result) {} public void GS2U_ResPowerChange(MSG_Nature.ResPowerChange result) { } //type : 1坐骑 2翅膀 3法器 4阵道 5神兵 6法宝 public void GS2U_ResNatureModelIdChange(MSG_Nature.ResNatureModelIdChange result) { switch(result.type) { case 1: { //坐骑模型 var player = GameCenter.GameSceneSystem.FindEntity(result.playerid); if (player != null && player.IsOnMount) { //如果在坐骑上,切换坐骑模型 player.EquipWithType(FSkinPartCode.Mount, result.modelid); } } break; case 2: { //更新翅膀模型 var player = GameCenter.GameSceneSystem.FindEntity(result.playerid); if (player != null) { player.WingID = result.modelid; player.EquipWithType(FSkinPartCode.Wing, result.modelid); } } break; case 3: { } break; case 4: break; case 5: break; case 6: { } break; } } } }