/// <summary> /// Enters the war. /// </summary> public void EnterWar(ServerInfo Server, MapInfo map) { IpcEnterWar enter = new IpcEnterWar(); enter.ServerName = Server.ServerName; enter.ServerID = Server.ServerID; enter.MapId = map.ID; enter.MapType = (int)map.type; publisher.send(enter); }
/// <summary> /// 所有消息的处理地方 /// </summary> /// <param name="msg">Message.</param> void HandleIpcMsg(IpcMsg msg) { if (msg != null) { switch (msg.op) { case OP.CtorMap: IpcCreateMapMsg ctor = msg as IpcCreateMapMsg; MapInfo amap = new MapInfo() { ID = ctor.MapId, type = (ConfigType)Enum.ToObject(typeof(ConfigType), ctor.MapType), }; CtorEnv(amap); break; case OP.CtorNpc: IpcCreateNpcMsg ctorNpc = msg as IpcCreateNpcMsg; CtorNpc(ctorNpc); break; case OP.CtorHero: IpcCreateHeroMsg crtHero = msg as IpcCreateHeroMsg; CtorHero(crtHero); break; case OP.NpcMove: IpcNpcMoveMsg moveMsg = msg as IpcNpcMoveMsg; NPCMove(moveMsg); break; case OP.NpcHp: IpcNpcHpMsg hpMsg = msg as IpcNpcHpMsg; NPChp(hpMsg); break; case OP.NpcAnim: IpcNpcAnimMsg animMsg = msg as IpcNpcAnimMsg; NPCAnim(animMsg); break; case OP.NpcStatus: IpcNpcStatusMsg statusMsg = msg as IpcNpcStatusMsg; NPCStatus(statusMsg); break; case OP.ServerReady: IpcServerReadyMsg SerInfo = msg as IpcServerReadyMsg; ServerInfo server = new ServerInfo(SerInfo); ServerReady(server); break; case OP.AsyncClient: IpcSyncClientMsg Sync = msg as IpcSyncClientMsg; SyncClient(Sync); break; case OP.EnterWar: IpcEnterWar enter = msg as IpcEnterWar; ServerInfo aserver = new ServerInfo() { ServerName = enter.ServerName, ServerID = enter.ServerID, }; MapInfo map = new MapInfo() { ID = enter.MapId, type = (ConfigType)Enum.ToObject(typeof(ConfigType), enter.MapType), }; EnterWar(aserver, map); break; case OP.ServerQuit: IpcServerQuitMsg quit = msg as IpcServerQuitMsg; ServerQuit(quit.ServerID); break; case OP.DestroyNpc: IpcDestroyNpcMsg des = msg as IpcDestroyNpcMsg; NpcDestroy(des); break; case OP.SkillCD: IpcSkillMsg skMsg = msg as IpcSkillMsg; NpcSkillCD(skMsg); break; } } }