Example #1
0
 /// <summary>
 /// 分为1:先功团,2:护卫队两个阵营
 /// </summary>
 /// <returns></returns>
 public static bool TryGroup(CountryType groupType, out CountryGroup group)
 {
     group = null;
     if (_countryGroupDict != null && _countryGroupDict.ContainsKey(groupType))
     {
         group = _countryGroupDict[groupType];
         return(true);
     }
     return(false);
 }
Example #2
0
        /// <summary>
        /// 初始化
        /// </summary>
        internal static void Init(GameActive gameActive)
        {
            //Trace.WriteLine("领土战初化");
            _gameActive       = gameActive;
            isOver            = false;
            FistCountryUser   = new CountryUser();
            _countryGroupDict = new Dictionary <CountryType, CountryGroup>(2);
            var mogemaGroup  = new CountryGroup(CountryType.M);
            var hashideGroup = new CountryGroup(CountryType.H);

            _countryGroupDict.Add(mogemaGroup.CountryType, mogemaGroup);
            _countryGroupDict.Add(hashideGroup.CountryType, hashideGroup);
            CountryCombatProcess.RestVersion();
            _combatProcessList = new List <CountryCombatProcess>();

            _combatTimer = new Timer(DoCombat, gameActive, 60000, 17 * 1000);
            //_waitCombatTimer = new Timer(DoWaitCombat, gameActive, 60000, 1 * 1000);
        }
Example #3
0
 /// <summary>
 /// 分为1:先功团,2:护卫队两个阵营
 /// </summary>
 /// <returns></returns>
 public static bool TryGroup(CountryType groupType, out CountryGroup group)
 {
     group = null;
     if (_countryGroupDict != null && _countryGroupDict.ContainsKey(groupType))
     {
         group = _countryGroupDict[groupType];
         return true;
     }
     return false;
 }
Example #4
0
        /// <summary>
        /// 初始化
        /// </summary>
        internal static void Init(GameActive gameActive)
        {
            //Trace.WriteLine("领土战初化");
            _gameActive = gameActive;
            isOver = false;
            FistCountryUser = new CountryUser();
            _countryGroupDict = new Dictionary<CountryType, CountryGroup>(2);
            var mogemaGroup = new CountryGroup(CountryType.M);
            var hashideGroup = new CountryGroup(CountryType.H);
            _countryGroupDict.Add(mogemaGroup.CountryType, mogemaGroup);
            _countryGroupDict.Add(hashideGroup.CountryType, hashideGroup);
            CountryCombatProcess.RestVersion();
            _combatProcessList = new List<CountryCombatProcess>();

            _combatTimer = new Timer(DoCombat, gameActive, 60000, 17 * 1000);
            //_waitCombatTimer = new Timer(DoWaitCombat, gameActive, 60000, 1 * 1000);
        }