/// <summary> /// 获取默认坐标,5个位置获取一个没有武将的坐标 /// </summary> /// <param name="entity">武将实体</param> /// <param name="roles">所有武将</param> /// <returns></returns> private void GetBasePoint(tg_war_city_defense entity, List <tg_war_city_defense> roles) { #region if (!roles.Any(q => q.point_x == 1 && q.point_y == 3)) { entity.point_x = 1; entity.point_y = 3; return; } if (!roles.Any(q => q.point_x == 1 && q.point_y == 4)) { entity.point_x = 1; entity.point_y = 4; return; } if (!roles.Any(q => q.point_x == 1 && q.point_y == 5)) { entity.point_x = 1; entity.point_y = 5; return; } if (!roles.Any(q => q.point_x == 0 && q.point_y == 3)) { entity.point_x = 0; entity.point_y = 3; return; } if (!roles.Any(q => q.point_x == 0 && q.point_y == 5)) { entity.point_x = 0; entity.point_y = 5; } #endregion }
/// <summary> /// 保存防守武将数据 /// </summary> /// <param name="planid1">防守方案1id</param> /// <param name="planid2">防守方案2id</param> /// <param name="planid3">防守方案3id</param> /// <param name="roleid">合战武将id</param> /// <param name="type">武将类型</param> /// <param name="cityid">据点基表id</param> /// <param name="roles">已经布置的武将集合</param> /// <returns></returns> private Boolean SavaData(Int64 planid1, Int64 planid2, Int64 planid3, Int64 roleid, Int32 type, Int32 cityid, List <tg_war_city_defense> roles) { var list = new List <tg_war_city_defense>(); var entity = new tg_war_city_defense() { role_id = roleid, type = type, city_id = cityid, plan_id = planid1 }; GetBasePoint(entity, roles); list.Add(entity); if (planid2 != 0) { var entity2 = entity.CloneEntity(); entity2.plan_id = planid2; list.Add(entity2); } if (planid3 != 0) { var entity3 = entity.CloneEntity(); entity3.plan_id = planid3; list.Add(entity3); } return(tg_war_city_defense.GetListInsert(list) > 0); }
/// <summary> /// 获取默认位置 /// </summary> /// <param name="location">默认位置</param> /// <param name="entity">防守武将实体</param> private void GetBasePoint(int location, tg_war_city_defense entity) { #region 根据位置设定坐标 switch (location) { case 1: { entity.point_x = 1; entity.point_y = 3; } break; case 2: { entity.point_x = 1; entity.point_y = 4; } break; case 3: { entity.point_x = 1; entity.point_y = 5; } break; case 4: { entity.point_x = 0; entity.point_y = 3; } break; case 5: { entity.point_x = 0; entity.point_y = 5; } break; } #endregion }