public void OpenDialog(int dwData)
{
if (mNpcInfo == null)
{
return;
}
NetMsg.MsgOpenDialog msg = new NetMsg.MsgOpenDialog();
msg.Create(null, this.GetGamePackKeyEx());
msg.playid = GetTypeId();
msg.npc_x = mNpcInfo.x;
msg.npc_y = mNpcInfo.y;
msg.npcid = mNpcInfo.id;
msg.dialog_type = dwData;
this.SendData(msg.GetBuffer());
switch (dwData)
{
//发送仓库数据
case NetMsg.MsgOpenDialog.OPENDIALOGTYPE_STRONG:
{
//需要延时一下,不然客户端无法显示-
System.Threading.Thread.Sleep(50);
List<GameStruct.RoleItemInfo> list_item = new List<GameStruct.RoleItemInfo>();
this.GetItemSystem().GetItemStrongInfo(list_item);
int nPage = list_item.Count / 6;
if (list_item.Count % 6 > 0) nPage++;
for(int i = 0;i < nPage;i++)
{
NetMsg.MsgStrongInfo stronginfo = new NetMsg.MsgStrongInfo();
if (i > 0) stronginfo.param1 = 3;
stronginfo.playid = this.GetTypeId();
int nStartIndex = i * 6;
for (int j = 0; j < 6; j++)
{
if (nStartIndex >= list_item.Count) break;
stronginfo.list_item.Add(list_item[nStartIndex]);
nStartIndex++;
}
stronginfo.Create(null, this.GetGamePackKeyEx());
this.SendData(stronginfo.GetBuffer());
}
//仓库的金币
byte[] gold = NetMsg.MsgStrongInfo.GetStrongMoneyBuffer(this.GetTypeId(), this.GetMoneyCount(MONEYTYPE.STRONGGOLD));
this.SendData(gold,true);
break;
}
}
}