// ------------------------------------------------------------------------- // 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; } } } }
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; } }