| | |
| | | extersion.talentPoint = (int)value;
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_1:
|
| | | extersion.godWeaponLV_1 = (int)value;
|
| | | baseData.godWeaponLV_1 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(1, extersion.godWeaponLV_1);
|
| | | hero.SwitchGodWeapon(1, baseData.godWeaponLV_1);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_2:
|
| | | extersion.godWeaponLV_2 = (int)value;
|
| | | baseData.godWeaponLV_2 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(2, extersion.godWeaponLV_2);
|
| | | hero.SwitchGodWeapon(2, baseData.godWeaponLV_2);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_3:
|
| | | extersion.godWeaponLV_3 = (int)value;
|
| | | baseData.godWeaponLV_3 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(3, extersion.godWeaponLV_3);
|
| | | hero.SwitchGodWeapon(3, baseData.godWeaponLV_3);
|
| | | }
|
| | | break;
|
| | | case PlayerDataRefresh.CDBPlayerRefresh_GodWeaponLV_4:
|
| | | extersion.godWeaponLV_4 = (int)value;
|
| | | baseData.godWeaponLV_4 = (int)value;
|
| | | if (hero != null)
|
| | | {
|
| | | hero.SwitchGodWeapon(4, extersion.godWeaponLV_4);
|
| | | hero.SwitchGodWeapon(4, baseData.godWeaponLV_4);
|
| | | }
|
| | | break;
|
| | | }
|