private void SetMemberInfo(LineMemberDataModel member, TeamCharacterOne charInfo)
 {
     member.ChararterId = charInfo.CharacterId;
     member.Type        = charInfo.RoleId;
     member.Ladder      = charInfo.Ladder;
     member.Level       = charInfo.Level;
     member.Name        = charInfo.CharacterName;
     member.FightPoint  = charInfo.FightPoint;
     member.IsConfirm   = charInfo.QueueResult == 1;
     member.IsConcel    = charInfo.QueueResult == 0;
 }
Exemple #2
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        public void StartTrigger(QueueResultBase _this)
        {
            foreach (var i in _this.CharacterState)
            {
                TeamCharacterProxy toCharacterProxy;
                if (TeamServer.Instance.ServerControl.Proxys.TryGetValue(i.Key, out toCharacterProxy))
                {
                    toCharacterProxy.MatchingSuccess(_this.mQueue.mQueueId);
                }
            }

            _this.mTrigger =
                TeamServerControl.tm.CreateTrigger(DateTime.Now.AddSeconds(StaticParam.ConfirmDungeonWaitTime),
                                                   () => _this.TimeOver());

            var tcm = new TeamCharacterMessage();

            tcm.QueueId = _this.mQueue.mQueueId;
            foreach (var list in _this.mTeamList)
            {
                foreach (var character in list)
                {
                    foreach (var data in character.mDatas)
                    {
                        var one = new TeamCharacterOne
                        {
                            CharacterId   = data.Id,
                            CharacterName = data.Name,
                            RoleId        = data.TypeId,
                            Level         = data.Level,
                            Ladder        = data.Ladder,
                            FightPoint    = data.FightPoint
                        };
                        one.QueueResult = -1;
                        tcm.Characters.Add(one);
                    }
                }
            }
            foreach (var i in _this.CharacterState)
            {
                NotifyQueueMessage(i.Key, tcm);
            }
        }