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Main/Assets/Code/Logic/_NetMessage/Handlers/HandleMsgResult_MSG_GodWeapon.cs
2025-01-25 04:38:09 +08:00

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C#
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using ProtoBuf;
using Thousandto.Plugins.Common;
using Thousandto.Code.Center;
using Thousandto.Core.Asset;
namespace Thousandto.Code.Logic.Network
{
/// <summary>
/// 实现消息的回调方法
/// </summary>
public partial class HandleMsgResult : IHandleMsgResult
{
public void GS2U_ResGodWeaponInit( MSG_GodWeapon.ResGodWeaponInit result ){}
public void GS2U_ResGodWeaponLevelUp( MSG_GodWeapon.ResGodWeaponLevelUp result ){}
public void GS2U_ResGodWeaponQualityUp( MSG_GodWeapon.ResGodWeaponQualityUp result ){}
public void GS2U_ResGodWeaponEquipPartOrActive( MSG_GodWeapon.ResGodWeaponEquipPartOrActive result ){ }
public void GS2U_ResSceneGodWeaponEquipPart(MSG_GodWeapon.ResSceneGodWeaponEquipPart result)
{
////更新模型1是头2是身3是特效
//if (result.part == 1)
//{
// var player = GameCenter.GameSceneSystem.FindEntity<Player>(result.playerid);
// if (player != null)
// {
// player.WeaponHeadModelID = result.modelId;
// }
//} else if (result.part == 2)
//{
// var player = GameCenter.GameSceneSystem.FindEntity<Player>(result.playerid);
// if (player != null)
// {
// player.WeaponBodyModelID = result.modelId;
// }
//}
//else if (result.part == 3)
//{
// var player = GameCenter.GameSceneSystem.FindEntity<Player>(result.playerid);
// if (player != null)
// {
// player.WeaponVFXModelID = result.modelId;
// }
//}
}
}
}