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2025-01-25 04:38:09 +08:00

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using ProtoBuf;
using Thousandto.Plugins.Common;
using Thousandto.Core.Asset;
using Thousandto.Code.Center;
namespace Thousandto.Code.Logic.Network
{
/// <summary>
/// 实现消息的回调方法
/// </summary>
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<Player>(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<Player>(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;
}
}
}
}