public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCEnterBattle data = packet as GCEnterBattle; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! Messenger.BroadcastAsync <int>(MessageId.GAME_ENTER_BATTLE, data.MonsterId); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGEnterBattle data = packet as CGEnterBattle; //处理完数据和逻辑后,发送消息通知客户端 GCEnterBattle enterBattle = new GCEnterBattle(); enterBattle.MonsterId = data.MonsterId; SendToClient(MessageId_Receive.GCEnterBattle, enterBattle); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGMapApplyEffect data = packet as CGMapApplyEffect; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); PBPlayerData playerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); GCMapApplyEffect applyEffect = new GCMapApplyEffect(); applyEffect.PlayerId = playerData.PlayerId; if (data.PlayerId != playerData.PlayerId) { applyEffect.Result = 1; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); return; } switch (data.Action) { //0结束 case 0: break; //1下一个 case 1: break; //2选择 case 2: break; //3进入战斗 case 3: GCEnterBattle enterBattle = new GCEnterBattle(); enterBattle.MonsterId = data.Param; SendToClient(MessageId_Receive.GCEnterBattle, enterBattle); break; //4回血 case 4: mapPlayerData.PlayerData.Hp = System.Math.Min(mapPlayerData.PlayerData.Hp + data.Param, mapPlayerData.PlayerData.MaxHp); GCUpdateMapPlayerData hpUpdate = new GCUpdateMapPlayerData(); hpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; hpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, hpUpdate); break; //5回魔 case 5: mapPlayerData.PlayerData.Mp = System.Math.Min(mapPlayerData.PlayerData.Mp + data.Param, mapPlayerData.PlayerData.MaxMp); GCUpdateMapPlayerData mpUpdate = new GCUpdateMapPlayerData(); mpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; mpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, mpUpdate); break; //6回粮食 case 6: mapPlayerData.PlayerData.Food = System.Math.Min(mapPlayerData.PlayerData.Food + data.Param, mapPlayerData.PlayerData.MaxFood); GCUpdateMapPlayerData foodUpdate = new GCUpdateMapPlayerData(); foodUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; foodUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, foodUpdate); break; //7进入商店 case 7: GCMapEnterShop mapEnterShop = new GCMapEnterShop(); mapEnterShop.Result = 0; mapEnterShop.ShopId = data.Param; SendToClient(MessageId_Receive.GCMapEnterShop, mapEnterShop); break; //8打开宝箱 case 8: GCMapOpenBox openBox = new GCMapOpenBox(); openBox.Result = 0; openBox.BoxId = data.Param; SendToClient(MessageId_Receive.GCMapOpenBox, openBox); BoxTableSetting boxTable = BoxTableSettings.Get(data.Param); //switch (boxTable.RewardId) //{ // default: // break; //} break; //9进入下一层 case 9: break; default: break; } applyEffect.Result = 0; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); }