本文整理汇总了C++中UserData::setRoleAction方法的典型用法代码示例。如果您正苦于以下问题:C++ UserData::setRoleAction方法的具体用法?C++ UserData::setRoleAction怎么用?C++ UserData::setRoleAction使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UserData
的用法示例。
在下文中一共展示了UserData::setRoleAction方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: updateActionTime
void CTopLayer::updateActionTime(float dt)
{
UserData *data = DataCenter::sharedData()->getUser()->getUserData();
if (data->getRoleAction() < data->getActionLimit())
{
data->setRoleAction(data->getRoleAction()+1);
CLabel *action = (CLabel*)(m_ui->findWidgetById("action"));
action->setString(CCString::createWithFormat("%d/%d",data->getRoleAction(),data->getActionLimit())->getCString());
data->setActionTime(data->getActionTime() + data->getInterval()*60*60);
}
else
{
this->unschedule(schedule_selector(CTopLayer::updateActionTime));
}
}
示例2: ProcessMsg
//.........这里部分代码省略.........
ShowPopTextTip(GETLANGSTR(207));
return false;
}
//读取上一次登录选择的服务器
std::string sServerGame = CCUserDefault::sharedUserDefault()->getStringForKey(SERVER_FOR_GAME);
m_iSelectServerIndex = getServerIndex(sServerGame);
//读取更新服务器列表
std::string sUpdateServer = serverInfo->update_server();
if(sUpdateServer.compare("") != 0)
{
CCUserDefault::sharedUserDefault()->setStringForKey(SERVER_FOR_UPDATE, sUpdateServer);
CCUserDefault::sharedUserDefault()->flush();
}
//版本更新
bool bUpdate = GamePlatformMgr->VersionUpdateWithPlatform( serverInfo->game_version() );
if(!bUpdate)
{
initLogin();
}
}
break;
case LoginResponseMsg:
{
LoginResponse *loginResponse = (LoginResponse *)msg;
printf("%d,%d,",loginResponse->authrecode(),loginResponse->hasrole());
printf("\n name = %s ,...", loginResponse->GetDescriptor()->name().c_str());
int res =loginResponse->authrecode(); //登录成功,
if (res==0)
{
if (loginResponse->hasrole())
{
for (int i=0; i<loginResponse->rolelist_size();i++)
{
protos::common::Role role = loginResponse->rolelist(i);
printf("role id:%d rolename:%s, rolelv: %d", role.roleid(), U8(role.rolename().c_str()),role.rolelv());
CNetClient::getShareInstance()->sendInGameReq(role.roleid());
break;
}
}
else
{
m_armature->getAnimation()->play("enter");
this->runAction(CCSequence::createWithTwoActions(CCDelayTime::create(0.7f), CCCallFunc::create(this, callfunc_selector(LoginLayerUC::callbackForSound))));
removeLogin();
}
}
//0x01服务器人数上限,0x02账号禁止登录,0x03账号验证错误)
else if (res==1)
{
ShowTexttip(GETLANGSTR(227),RGB_RED,0,ccp(VCENTER.x,VCENTER.y+150),0.0f,2.0f,0.0f,20.0f);
}
else if (res==2)
{
ShowTexttip(GETLANGSTR(228),RGB_RED,0,ccp(VCENTER.x,VCENTER.y+150),0.0f,2.0f,0.0f,20.0f);
}
else if (res==3)
{
ShowTexttip(GETLANGSTR(165),RGB_RED,0,ccp(VCENTER.x,VCENTER.y+150),0.0f,2.0f,0.0f,20.0f);
}
else if(res==4)
{
ShowTexttip(GETLANGSTR(1155),RGB_RED,0,ccp(VCENTER.x,VCENTER.y+150),0.0f,2.0f,0.0f,20.0f);
}
return true;
}
break;
//进入游戏
case InGameResponseMsg:
{
InGameResponse *inRespon = (InGameResponse*)msg;
protos::common::Role role = inRespon->myrole();
printf("role id:%d rolename:%s, rolelv: %d", role.roleid(), U8(role.rolename().c_str()),role.rolelv());
UserData* userData = DataCenter::sharedData()->getUser()->getUserData();
userData->setRaceType(role.rolenation());
userData->setAliveID(role.roleid());
userData->setRoleID(role.roleid());
userData->setLevel(role.rolelv());
userData->setName(role.rolename().c_str());
userData->setCoin(role.rolecoin());
userData->setExp(role.roleexp());
userData->setNextExp(role.nextexp());
userData->setRoleAction(role.roleaction());
userData->setRoleGold(role.rolegold());
userData->read(role);
m_armature->getAnimation()->play("enter");
this->runAction(CCSequence::createWithTwoActions(CCDelayTime::create(0.7f), CCCallFunc::create(this, callfunc_selector(LoginLayerUC::callbackForSound))));
removeLogin();
return true;
}
break;
default:
break;
}
return false;
}