/// <summary> /// 游戏结束 /// </summary> /// <param name="userId"></param> /// <param name="room"></param> private void gameOver(int userId, FightRoom room) { int winIdentity = room.GetPlayerIdeentity(userId); int winBeen = room.Multiple * 1000; List <int> winUIds = room.GetSameIdentityUIds(winIdentity); //给胜利的玩家添加胜场 for (int i = 0; i < winUIds.Count; i++) { UserModel um = userCache.GetModelById(winUIds[i]); um.WinCount++; um.Been = winBeen; um.Exp += 100; int maxExp = um.Lv * 100; while (maxExp <= um.Exp) { um.Lv++; um.Exp -= maxExp; } userCache.Update(um); } //给失败的玩家添加负场 List <int> loseUIds = room.GetDifferentIdentityUIds(winIdentity); for (int i = 0; i < loseUIds.Count; i++) { UserModel um = userCache.GetModelById(loseUIds[i]); um.LoseCount++; um.Been -= winBeen; um.Exp += 10; int maxExp = um.Lv * 100; while (maxExp <= um.Exp) { um.Lv++; um.Exp -= maxExp; } userCache.Update(um); } //给逃跑玩家添加逃跑场次 for (int i = 0; i < room.LeaveUIdList.Count; i++) { UserModel um = userCache.GetModelById(room.LeaveUIdList[i]); um.RunCount++; um.Been -= winBeen * 3; um.Exp += 0; userCache.Update(um); } //给客户端发消息 谁赢了以及赢的豆子,身份? OverDto dto = new OverDto(); dto.WinIdentity = winIdentity; dto.WinUIdList = winUIds; dto.BeenCount = winBeen; Brocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto); //在缓存层销毁房间数据 fightCache.Destroy(room); }