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C# PlayerBussiness.SavePlayerMarryNotice方法代码示例

本文整理汇总了C#中Bussiness.PlayerBussiness.SavePlayerMarryNotice方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerBussiness.SavePlayerMarryNotice方法的具体用法?C# PlayerBussiness.SavePlayerMarryNotice怎么用?C# PlayerBussiness.SavePlayerMarryNotice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Bussiness.PlayerBussiness的用法示例。


在下文中一共展示了PlayerBussiness.SavePlayerMarryNotice方法的3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: HandlePacket

        public int HandlePacket(GameClient client, GSPacketIn packet)
        {
            bool result = packet.ReadBoolean();
            int UserID = packet.ReadInt();
            int AnswerId = packet.ReadInt();   //答复对话框ID
            //先判断自已有没有结婚
            if (result && client.Player.PlayerCharacter.IsMarried)
            {
                client.Player.Out.SendMessage(eMessageType.ChatERROR, LanguageMgr.GetTranslation("MarryApplyReplyHandler.Msg2"));                
            }

            using (PlayerBussiness db = new PlayerBussiness())
            {
                PlayerInfo tempSpouse = db.GetUserSingleByUserID(UserID);
                //发送好人卡
                if (!result)
                {
                    SendGoodManCard(tempSpouse.NickName, tempSpouse.ID, client.Player.PlayerCharacter.NickName, client.Player.PlayerCharacter.ID, db);
                    GameServer.Instance.LoginServer.SendUpdatePlayerMarriedStates(tempSpouse.ID);                    
                }

                //判断对方有没有结婚                
                if (tempSpouse == null || tempSpouse.Sex == client.Player.PlayerCharacter.Sex)
                {
                    return 1;
                }
                if (tempSpouse.IsMarried)
                {
                    client.Player.Out.SendMessage(eMessageType.ChatNormal, LanguageMgr.GetTranslation("MarryApplyReplyHandler.Msg3"));
                }

                MarryApplyInfo info = new MarryApplyInfo();
                info.UserID = UserID;
                info.ApplyUserID = client.Player.PlayerCharacter.ID;
                info.ApplyUserName = client.Player.PlayerCharacter.NickName;
                info.ApplyType = 2;
                info.LoveProclamation = "";
                info.ApplyResult = result;
                int id = 0;
                if (db.SavePlayerMarryNotice(info, AnswerId, ref id))
                {
                    if (result)
                    {                        
                        client.Player.Out.SendMarryApplyReply(client.Player, tempSpouse.ID, tempSpouse.NickName, result, false, id);
                        client.Player.LoadMarryProp();
                        SendSYSMessages(client.Player, tempSpouse);
                    }
                    GameServer.Instance.LoginServer.SendUpdatePlayerMarriedStates(tempSpouse.ID);
                    return 0;
                }
            }
            return 1;
        }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:53,代码来源:MarryApplyReplyHandler.cs

示例2: HandlePacket

        public int HandlePacket(GameClient client, GSPacketIn packet)
        {
            if (!client.Player.PlayerCharacter.IsMarried)
            {
                return 1;
            }

            if (client.Player.PlayerCharacter.HasBagPassword && client.Player.PlayerCharacter.IsLocked)
            {

                client.Out.SendMessage(eMessageType.Normal, LanguageMgr.GetTranslation("Bag.Locked"));
                return 0;
            }

            if(client.Player.PlayerCharacter.IsCreatedMarryRoom)
            {
                client.Player.Out.SendMessage(eMessageType.ChatNormal, LanguageMgr.GetTranslation("DivorceApplyHandler.Msg2"));
                return 1;

            }

            int needMoney = GameProperties.PRICE_DIVORCED;
            if (client.Player.PlayerCharacter.Money < needMoney)
            {
                client.Player.Out.SendMessage(eMessageType.Normal, LanguageMgr.GetTranslation("DivorceApplyHandler.Msg1"));
                return 1;
            }
            else
            {
                client.Player.RemoveMoney(needMoney);
                LogMgr.LogMoneyAdd(LogMoneyType.Marry, LogMoneyType.Marry_Unmarry, client.Player.PlayerCharacter.ID, needMoney, client.Player.PlayerCharacter.Money, 0, 0, 0,0, "", "", "");
                CountBussiness.InsertSystemPayCount(client.Player.PlayerCharacter.ID, needMoney, 0, (int)eConsumerType.Marry, (int)eSubConsumerType.Marry_Divorce);

                using (PlayerBussiness db = new PlayerBussiness())
                {
                    PlayerInfo tempSpouse = db.GetUserSingleByUserID(client.Player.PlayerCharacter.SpouseID);
                    if (tempSpouse == null || tempSpouse.Sex == client.Player.PlayerCharacter.Sex)
                    {
                        return 1;
                    }

                    MarryApplyInfo info = new MarryApplyInfo();
                    info.UserID = client.Player.PlayerCharacter.SpouseID;
                    info.ApplyUserID = client.Player.PlayerCharacter.ID;
                    info.ApplyUserName = client.Player.PlayerCharacter.NickName;
                    info.ApplyType = 3;
                    info.LoveProclamation = "";
                    info.ApplyResult = false;
                    int id = 0;
                    if (db.SavePlayerMarryNotice(info,0, ref id))
                    {
                        GameServer.Instance.LoginServer.SendUpdatePlayerMarriedStates(tempSpouse.ID);
                        client.Player.LoadMarryProp();
                    }
                }

                client.Player.QuestInventory.ClearMarryQuest(); //离婚后清除结婚后任务.
                client.Player.Out.SendPlayerDivorceApply(client.Player, true,true);
                client.Player.SendMessage(LanguageMgr.GetTranslation("DivorceApplyHandler.Msg3"));
            }

            return 0;
        }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:63,代码来源:DivorceApplyHandler.cs

示例3: HandlePacket

        public int HandlePacket(GameClient client, GSPacketIn packet)
        {
            //判断是否结婚
            if(client.Player.PlayerCharacter.IsMarried)  
            {
                return 1;
            }
            //是否有二级密码
            if (client.Player.PlayerCharacter.HasBagPassword && client.Player.PlayerCharacter.IsLocked)
            {
                client.Out.SendMessage(eMessageType.Normal, LanguageMgr.GetTranslation("Bag.Locked"));
                return 1;
            }
            //开始求婚,购买戒指
            int SpouseID = packet.ReadInt();
            string loveProclamation = packet.ReadString();
            bool Broadcast = packet.ReadBoolean();
            bool result = false;
            bool removeRing = true;
            string SpouseName = "";
            using (PlayerBussiness db = new PlayerBussiness())
            {
                PlayerInfo tempSpouse = db.GetUserSingleByUserID(SpouseID);
                if (tempSpouse == null || tempSpouse.Sex == client.Player.PlayerCharacter.Sex)
                {
                    return 1;
                }
                if (tempSpouse.IsMarried)
                {
                    client.Player.Out.SendMessage(eMessageType.ChatNormal, LanguageMgr.GetTranslation("MarryApplyHandler.Msg2"));
                    return 1;
                }
                ItemInfo WeddingRing = client.Player.PropBag.GetItemByTemplateID(0,11103);
                if (WeddingRing == null)
                {                    
                    ShopItemInfo tempRing = ShopMgr.FindShopbyTemplatID(11103).FirstOrDefault();
                    if (tempRing != null)
                    {
                        //玩家身上钱是否足够。
                        if (client.Player.PlayerCharacter.Money >= tempRing.AValue1)
                        {
                            removeRing = false;
                        }
                        else
                        {
                            client.Player.Out.SendMessage(eMessageType.Normal, LanguageMgr.GetTranslation("MarryApplyHandler.Msg1"));
                            return 1;
                        }
                    }
                    else
                    {
                        client.Player.Out.SendMessage(eMessageType.Normal, LanguageMgr.GetTranslation("MarryApplyHandler.Msg6"));
                        return 1;
                    }
                }
                //插入结婚消息
                MarryApplyInfo info = new MarryApplyInfo();
                info.UserID = SpouseID;
                info.ApplyUserID = client.Player.PlayerCharacter.ID;
                info.ApplyUserName = client.Player.PlayerCharacter.NickName;
                info.ApplyType = 1;
                info.LoveProclamation = loveProclamation;
                info.ApplyResult = false;
                int id=0;
                if (db.SavePlayerMarryNotice(info,0,ref id))
                {
                    if (removeRing)
                    {
                        client.Player.RemoveItem(WeddingRing);
                    }
                    else
                    {
                        //未开始                        
                        ShopItemInfo tempRing = ShopMgr.FindShopbyTemplatID(11103).FirstOrDefault();
                        client.Player.RemoveMoney(tempRing.AValue1);
                        LogMgr.LogMoneyAdd(LogMoneyType.Marry, LogMoneyType.Marry_Spark, client.Player.PlayerCharacter.ID, tempRing.AValue1, client.Player.PlayerCharacter.Money, 0, 0, 0, "", tempRing.TemplateID.ToString(), "1");
                    }
                    client.Player.Out.SendPlayerMarryApply(client.Player, client.Player.PlayerCharacter.ID, client.Player.PlayerCharacter.NickName, loveProclamation,id);  //发送求婚信息
                    //发送消息给中心服务器
                    GameServer.Instance.LoginServer.SendUpdatePlayerMarriedStates(SpouseID);
                    SpouseName = tempSpouse.NickName;
                    result = true;

                    client.Player.Out.SendMessage(eMessageType.ChatNormal, LanguageMgr.GetTranslation("MarryApplyHandler.Msg3"));
                }

            }
            if (result && Broadcast && SpouseName != "")
            {
                string msg = LanguageMgr.GetTranslation("MarryApplyHandler.Msg5", client.Player.PlayerCharacter.NickName, SpouseName);
                GSPacketIn pkg = new GSPacketIn((byte)ePackageType.SYS_NOTICE);
                pkg.WriteInt(2);
                pkg.WriteString(msg);
                GameServer.Instance.LoginServer.SendPacket(pkg);
                GamePlayer[] players = WorldMgr.GetAllPlayers();
                foreach (GamePlayer p in players)
                {
                    p.Out.SendTCP(pkg);
                }
            }           
//.........这里部分代码省略.........
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:101,代码来源:MarryApplyHandler.cs


注:本文中的Bussiness.PlayerBussiness.SavePlayerMarryNotice方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。