// -------------------------------------------------------------------------
// 功能	: 窗口的持续行为
// -------------------------------------------------------------------------
void KUiNewPlayer2::Breathe()
{
    if (m_bCreating)
    {
        KSelSavedCharacter* pTool = KLogin::GetCharacterModule();
        if (pTool)
        {
            int nResult = pTool->GetLastActionResult();
            switch(nResult)
            {
            case SSC_R_START_GAME:
                m_bCreating = false;
                UiCloseMessageBox();
                CloseWindow(true);
                KUiSelPlayer::CloseWindow(true);
                UiStartGame();
                break;
            }
        }
    }
}
Esempio n. 2
0
void KUiConnectInfo::GotoNextStep()
{
	LOGIN_LOGIC_STATUS eStatus = g_LoginLogic.GetStatus();
	switch(eStatus)
	{
	case LL_S_IDLE:	//空闲
		Hide();
		KUiSelServer::OpenWindow();
		break;
	case LL_S_WAIT_INPUT_ACCOUNT:	//等待传账号密码
		Hide();
		KUiLogin::OpenWindow();
		break;
	case LL_S_ACCOUNT_CONFIRMING:	//等待账号密码验证
		SetInfoMsg(CI_MI_CONNECTING);
		break;
	case LL_S_WAIT_ROLE_LIST:		//等待接收角色列表数据
		SetInfoMsg(CI_MI_GETTING_ROLE_DATA);
		break;
	case LL_S_ROLE_LIST_READY:		//角色列表就绪
		Hide();
		KUiSelPlayer::OpenWindow();
		break;
	case LL_S_CREATING_ROLE:		//正在新建角色
		SetInfoMsg(CI_MI_CREATING_ROLE);
		break;
	case LL_S_DELETING_ROLE:		//正在删除角色
		SetInfoMsg(CI_MI_DELETING_ROLE);
		break;
	case LL_S_WAIT_TO_LOGIN_GAMESERVER:	//等待登陆游戏服务器
		SetInfoMsg(CI_MI_CONNECTING);
		break;
	case LL_S_ENTERING_GAME:		//正在进入游戏
		SetInfoMsg(CI_MI_ENTERING_GAME);
		break;
	case LL_S_IN_GAME:				//游戏运行时
		UiStartGame();
		break;
	}
}