| | |
| | | |
| | | using System.Collections.Generic; |
| | | |
| | | //04 13 玩家换装#tagPlayerChangeEquip |
| | | //04 13 ��һ�װ#tagPlayerChangeEquip |
| | | |
| | | |
| | | |
| | |
| | | if (_player != null) |
| | | { |
| | | var _equipInfo = new GActorPlayerBase.EquipInfo(); |
| | | _equipInfo.place = vNetData.EquipIndex; |
| | | _equipInfo.itemID = vNetData.EquipID; |
| | | |
| | | var _config = ItemConfig.Get((int)_equipInfo.itemID); |
| | | _equipInfo.place = _config.EquipPlace; |
| | | if (vNetData.UserDataLen > 2) |
| | | { |
| | | Dictionary<int, List<int>> _userDataDict = ConfigParse.Analysis(vNetData.UserData); |
| | |
| | | } |
| | | } |
| | | |
| | | if (vNetData.EquipIndex == (int)RoleEquipType.Clothes |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Hat |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Shoes |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Trousers |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Belt) |
| | | if (_equipInfo.place == (int)RoleEquipType.Clothes |
| | | || _equipInfo.place == (int)RoleEquipType.Hat |
| | | || _equipInfo.place == (int)RoleEquipType.Shoes |
| | | || _equipInfo.place == (int)RoleEquipType.Trousers |
| | | || _equipInfo.place == (int)RoleEquipType.Belt) |
| | | { |
| | | _player.ChangeEquip(_equipInfo); |
| | | } |
| | | |
| | | if (vNetData.EquipIndex == (int)RoleEquipType.Weapon) |
| | | if (_equipInfo.place == (int)RoleEquipType.Weapon) |
| | | { |
| | | _player.SwitchWeapon(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchWeapon(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.Clothes) |
| | | else if (_equipInfo.place == (int)RoleEquipType.Clothes) |
| | | { |
| | | _player.SwitchClothes(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchClothes(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.Wing) |
| | | else if (_equipInfo.place == (int)RoleEquipType.Wing) |
| | | { |
| | | _player.SwitchWing(vNetData.EquipID); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.Guard1) |
| | | else if (_equipInfo.place == (int)RoleEquipType.Guard1) |
| | | { |
| | | _player.SwitchGuard(vNetData.EquipID); |
| | | var _p = _player as GA_Player; |
| | |
| | | _p.serverGuardId = (int)vNetData.EquipID; |
| | | } |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.Weapon2) |
| | | else if (_equipInfo.place == (int)RoleEquipType.Weapon2) |
| | | { |
| | | _player.SwitchSecondary(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchSecondary(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.Mount) |
| | | else if (_equipInfo.place == (int)RoleEquipType.Mount) |
| | | { |
| | | _player.ActorInfo.horseItemID = vNetData.EquipID; |
| | | if (_player.MovingState == E_MovingState.Ride) |
| | |
| | | _player.OnHorse(1); |
| | | } |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.FashionClothes) |
| | | else if (_equipInfo.place == (int)RoleEquipType.FashionClothes) |
| | | { |
| | | _player.SwitchClothes(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchClothes(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.FashionWeapon) |
| | | else if (_equipInfo.place == (int)RoleEquipType.FashionWeapon) |
| | | { |
| | | _player.SwitchWeapon(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchWeapon(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | else if (vNetData.EquipIndex == (int)RoleEquipType.FashionWeapon2) |
| | | else if (_equipInfo.place == (int)RoleEquipType.FashionWeapon2) |
| | | { |
| | | _player.SwitchSecondary(vNetData.EquipID, vNetData.EquipIndex); |
| | | _player.SwitchSecondary(vNetData.EquipID, _equipInfo.place); |
| | | } |
| | | |
| | | if (vNetData.EquipIndex == (int)RoleEquipType.Clothes |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Hat |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Shoes |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Trousers |
| | | || vNetData.EquipIndex == (int)RoleEquipType.Belt) |
| | | if (_equipInfo.place == (int)RoleEquipType.Clothes |
| | | || _equipInfo.place == (int)RoleEquipType.Hat |
| | | || _equipInfo.place == (int)RoleEquipType.Shoes |
| | | || _equipInfo.place == (int)RoleEquipType.Trousers |
| | | || _equipInfo.place == (int)RoleEquipType.Belt) |
| | | { |
| | | _player.SyncSuitEffect(); |
| | | } |