protected override async ETTask Run(Session session, C2G_EnterMap request, G2C_EnterMap response, Action reply) { Player player = session.GetComponent <SessionPlayerComponent>().GetMyPlayer(); // 在Gate上动态创建一个Map Scene,把Unit从DB中加载放进来,然后传送到真正的Map中,这样登陆跟传送的逻辑就完全一样了 GateMapComponent gateMapComponent = player.AddComponent <GateMapComponent>(); gateMapComponent.Scene = await SceneFactory.Create(gateMapComponent, "GateMap", SceneType.Map); Scene scene = gateMapComponent.Scene; // 这里可以从DB中加载Unit Unit unit = Server.UnitFactory.Create(scene, player.Id, UnitType.Player); unit.AddComponent <UnitGateComponent, long>(session.InstanceId); StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(session.DomainZone(), "Map1"); response.MyId = player.Id; reply(); // 开始传送 await TransferHelper.Transfer(unit, startSceneConfig.InstanceId, startSceneConfig.Name); }
protected override async ETTask Run(Unit unit, C2M_TransferMap request, M2C_TransferMap response, Action reply) { await ETTask.CompletedTask; string currentMap = unit.DomainScene().Name; string toMap = null; if (currentMap == "Map1") { toMap = "Map2"; } else { toMap = "Map1"; } StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(unit.DomainScene().Zone, toMap); TransferHelper.Transfer(unit, startSceneConfig.InstanceId, toMap).Coroutine(); reply(); }