Exemple #1
0
        /// <summary>
        /// 加入房间
        /// </summary>
        /// <param name="self"></param>
        /// <param name="room"></param>
        /// <param name="matcher"></param>
        public static void JoinRoom(this Moba5V5Component self, Moba5V5Room room, Gamer gamer)
        {
            //玩家可能掉线
            if (gamer == null)
            {
                return;
            }

            //玩家绑定待机房间 机器人不用绑定房间
            if (gamer.UserID != 0)
            {
                self.Waiting.Add(gamer.UserID, room);
            }

            //为玩家添加座位 机器人也有座位
            room.Add(gamer);

            //通知Gate服务器玩家匹配成功 参数:Gamer的InstanceId
            //Gate服务器将Actor类消息转发给Gamer
            if (gamer.UserID != 0)
            {
                ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();
                ActorMessageSender          gamerActorProxy     = actorProxyComponent.Get(gamer.ActorIDofUser);
                gamerActorProxy.Send(new B1002_Match5V5Sucess_M2G()
                {
                    ActorIDofGamer = gamer.InstanceId
                });
            }
        }
Exemple #2
0
        /// <summary>
        /// 检查匹配状态 每当有新排队玩家加入时执行一次
        /// </summary>
        /// <param name="self"></param>
        public static void MatchingCheck(this Moba5V5Component self)
        {
            //如果有空房间 且 正在排队的玩家>0
            Moba5V5Room room = self.GetFreeRoom();

            if (room != null)
            {
                while (self.MatchingQueue.Count > 0 && room.Count < self.StartNumber)
                {
                    self.JoinRoom(room, self.MatchingQueue.Dequeue());
                }
            } //else 如果没有空房间 且 正在排队的玩家>=开局人数
            else if (self.MatchingQueue.Count >= self.StartNumber)
            {
                //创建新房间
                room = ComponentFactory.Create <Moba5V5Room>();
                room.AddComponent <MailBoxComponent>();
                self.FreeRooms.Add(room.Id, room);

                while (self.MatchingQueue.Count > 0 && room.Count < self.StartNumber)
                {
                    self.JoinRoom(room, self.MatchingQueue.Dequeue());
                }
            }
        }
        public bool canMove = true; //是否可以移动

        public void Awake()
        {
            instance     = this;
            touchHandler = TouchHandler.GetInstance();    //按键消息处理
            touchHandler.OnKeyChanged = OnTouch;
            lastFrameStartTime        = TimeHelper.Now(); //本地计时
            moba5V5UI = Game.Scene.GetComponent <UIComponent>().Get(UIType.Moba5V5UI).GetComponent <Moba5V5UIComponent>();
        }
Exemple #4
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        /// <summary>
        /// 返回未开始游戏的房间 用于处理准备消息
        /// </summary>
        /// <param name="self"></param>
        /// <param name="gamer"></param>
        /// <returns></returns>
        public static Moba5V5Room GetWaitingRoom(this Moba5V5Component self, Gamer gamer)
        {
            Moba5V5Room room;

            if (!self.Waiting.TryGetValue(gamer.UserID, out room))
            {
                Log.Error("玩家不在待机的房间中");
            }
            return(room);
        }
        protected override void Run(ETModel.Session session, A1011_SpawnMonster_M2C message)
        {
            //服务端通知客户端刷新一波士兵 2战士 1法师
            TimerComponent     timerComponent     = ETModel.Game.Scene.GetComponent <TimerComponent>();
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            ConfigComponent    config             = Game.Scene.GetComponent <ConfigComponent>();
            Moba5V5Component   moba = Moba5V5Component.instance;

            //创建24个野怪 其中61号Boss1跳过 配置编号49-72
            for (int i = 0; i < 24; i++)
            {
                if (i == 12)
                {
                    continue;
                }

                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 49);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
            }
        }
Exemple #6
0
        /// <summary>
        /// 匹配队列人数加一 队列模式没有插队/离队操作
        /// 队列满足匹配条件时 创建新房间
        /// </summary>
        /// <param name="self"></param>
        /// <param name="gamer"></param>
        public static void AddGamerToMatchingQueue(this Moba5V5Component self, Gamer gamer)
        {
            //添加玩家到队列
            self.MatchingQueue.Enqueue(gamer);
            Log.Debug("一位玩家加入队列");
            //广播通知所有匹配中的玩家
            self.Broadcast(new A1003_MatcherPlusOne_M2C()
            {
                MatchingNumber = self.MatchingQueue.Count
            });

            //检查匹配状态
            self.MatchingCheck();
        }
Exemple #7
0
        /// <summary>
        /// 匹配队列广播
        /// </summary>
        /// <param name="self"></param>
        /// <param name="message"></param>
        public static void Broadcast(this Moba5V5Component self, IActorMessage message)
        {
            foreach (Gamer gamer in self.MatchingQueue)
            {
                if (gamer.UserID == 0)
                {
                    continue;
                }

                //像Gate服务器中User绑定的Seesion发送Actor消息
                ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();
                ActorMessageSender          actorProxy          = actorProxyComponent.Get(gamer.ActorIDofClient);
                actorProxy.Send(message);
            }
        }
Exemple #8
0
        protected override void Run(Gamer gamer, A1007_GamerReadyMoba5V5_C2M message)
        {
            Moba5V5Component moba = Game.Scene.GetComponent <Moba5V5Component>();
            Moba5V5Room      room = moba.GetWaitingRoom(gamer);

            if (room != null)
            {
                //找到玩家的座位顺序 设置其准备状态为真
                int seatIndex = room.GetGamerSeat(gamer.UserID);
                if (seatIndex >= 0)
                {
                    room.isReadys[seatIndex] = true;
                    //检测开始游戏
                    room.GetComponent <MobaControllerComponent>().CheckGameStart();
                }
                else
                {
                    Log.Error("玩家不在正确的座位上");
                }
            }
        }
        /// <summary>
        /// 所有玩家已就绪游戏开始
        /// </summary>
        /// <param name="self"></param>
        public static void GameStart(this MobaControllerComponent self)
        {
            //正式开始游戏前的准备
            Moba5V5Room      room = self.GetParent <Moba5V5Room>();
            Moba5V5Component moba = Game.Scene.GetComponent <Moba5V5Component>();

            //更改房间状态为游戏中
            moba.FreeRooms.Remove(room.Id);
            moba.GamingRooms.Add(room.Id, room);

            //更改玩家状态为游戏中
            for (int i = 0; i < room.gamers.Length; i++)
            {
                if (room.gamers[i].UserID != 0)
                {
                    Gamer gamer = room.gamers[i];
                    moba.Waiting.Remove(gamer.UserID);
                    moba.Playing.Add(gamer.UserID, room);
                }
            }

            //服务端加载游戏逻辑
            for (int i = 0; i < room.gamers.Length; i++)
            {
                room.gamers[i].AddComponent <GamerMoveComponent>();
                room.gamers[i].AddComponent <GamerPathComponent>();
                room.gamers[i].Position = new Vector3(-10, 0, -10);
            }

            //开始服务端游戏计时
            self.isGameStarted     = true;
            self.gameStartTime     = TimeHelper.ClientNow();
            self.lastFrameCostTime = self.gameStartTime;

            self.SpawnArmy().NoAwait(); //周期刷新士兵
            self.SpawnWild().NoAwait(); //刷新野怪
            room.Broadcast(new A1008_GameStart_M2C());
        }
Exemple #10
0
        protected override async void Run(Session session, B1001_CreateRobotMatch5V5_G2M message)
        {
            Moba5V5Component moba = Game.Scene.GetComponent <Moba5V5Component>();

            //创建玩家Entity
            Gamer roomCreater = ComponentFactory.Create <Gamer, long>(message.UserID);

            //设置玩家参数
            roomCreater.ActorIDofUser   = message.ActorIDofUser;
            roomCreater.ActorIDofClient = message.ActorIDofClient;
            await roomCreater.AddComponent <MailBoxComponent>().AddLocation();

            moba.AddGamerToMatchingQueue(roomCreater); //需要先设置ActorIDofClient才能使用Actor消息

            //创建9个机器人加入匹配 机器人的UserID为0
            for (int i = 0; i < 9; i++)
            {
                Gamer robot = ComponentFactory.Create <Gamer, long>(0);
                await robot.AddComponent <MailBoxComponent>().AddLocation();

                moba.AddGamerToMatchingQueue(robot);
            }
        }
        //普通攻击一个目标 目标ID和普攻连击数
        public static void OnAttack(this CharacterComponent self, int targetMobaID, int combo)
        {
            //播放普攻动画
            self.anime.SetIntValue("Attack", combo);

            //向目标施加被攻击特效
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            Moba5V5Component   moba = Moba5V5Component.instance;

            GameObject effectPrefab = bundleGameObject.Get <GameObject>("Hit1");

            effectPrefab.SetActive(false);
            GameObject effectHit1 = UnityEngine.Object.Instantiate(effectPrefab);
            Gamer      target;

            moba.mobaIDGamers.TryGetValue(targetMobaID, out target);
            if (target == null || effectHit1 == null)
            {
                return;
            }
            effectHit1.transform.SetParent(target.GameObject.transform.Find("Effect_OnHit").gameObject.transform, false);
            effectHit1.SetActive(true);
        }
Exemple #12
0
 /// <summary>
 /// 获取一个可以添加座位的房间 没有则返回null
 /// </summary>
 /// <param name="self"></param>
 /// <returns></returns>
 public static Moba5V5Room GetFreeRoom(this Moba5V5Component self)
 {
     return(self.FreeRooms.Where(p => p.Value.Count < self.StartNumber).FirstOrDefault().Value);
 }
        protected override async void Run(ETModel.Session session, A1010_NewArmyWave_M2C message)
        {
            //服务端通知客户端刷新一波士兵 1坦克 战士 1法师
            TimerComponent     timerComponent     = ETModel.Game.Scene.GetComponent <TimerComponent>();
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            ConfigComponent    config             = Game.Scene.GetComponent <ConfigComponent>();
            Moba5V5Component   moba = Moba5V5Component.instance;

            //创建3个蓝方坦克 配置编号37-39
            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 37);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }
            //创建3个红方坦克 配置编号46-48
            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 46);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }

            await timerComponent.WaitAsync(1000);

            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 31);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }
            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 40);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }

            await timerComponent.WaitAsync(1000);

            //创建3个蓝方法师 配置编号34-36
            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 34);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }
            //创建3个红方法师 配置编号43-45
            for (int i = 0; i < 3; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 43);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
            }
        }
        protected override async void Run(ETModel.Session session, A1004_CreateMoba5V5Secene_M2C message)
        {
            //开启加载界面 切换UI
            UIComponent uiComponent = Game.Scene.GetComponent <UIComponent>();
            UI          ui          = uiComponent.Get(UIType.SekiaLobby);

            if (ui == null)
            {
                return;
            }
            if (ui.GetComponent <SekiaLobbyComponent>().isMatching == false)
            {
                return;
            }
            uiComponent.Create(UIType.Moba5V5UI);
            uiComponent.Remove(UIType.SekiaLobby);

            //切换场景
            using (SceneChangeComponent sceneChangeComponent = ETModel.Game.Scene.AddComponent <SceneChangeComponent>())
            {
                await sceneChangeComponent.ChangeSceneAsync(SceneType.Moba5V5Map);
            }

            //加载配置
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            await resourcesComponent.LoadBundleAsync($"unit.unity3d");

            GameObject       bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            ConfigComponent  config           = Game.Scene.GetComponent <ConfigComponent>();
            Moba5V5Component moba             = Game.Scene.AddComponent <Moba5V5Component>();

            //创建空气墙 编号73和74
            for (int i = 0; i < 2; i++)
            {
                Moba5V5Config qiang       = (Moba5V5Config)config.Get(typeof(Moba5V5Config), 73 + i);
                GameObject    qiangPrefab = bundleGameObject.Get <GameObject>(qiang.Prefab);
                qiangPrefab.transform.position    = new Vector3((float)qiang.Position[0], (float)qiang.Position[1], (float)qiang.Position[2]);
                qiangPrefab.transform.eulerAngles = new Vector3(0, qiang.Rotation, 0);
                qiangPrefab.name = $"Qiang{(i + 1).ToString()}";
                UnityEngine.Object.Instantiate(qiangPrefab).transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
            }

            //创建10个英雄的GameObject和Gamer MobaID编号1-10
            for (int i = 0; i < message.Gamers.Count; i++)
            {
                //获取英雄配置 角色配置 技能配置
                HeroConfig    heroConfig    = (HeroConfig)config.Get(typeof(HeroConfig), message.Gamers[i].HeroID);
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 1);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(heroConfig.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer, long>(message.Gamers[i].UserID);
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                GamerAnimatorComponent anime = gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
                character.route  = moba5V5Config.Route; //默认导航线路
                character.anime  = anime;

                //确认本地玩家
                if (gamer.UserID == GamerComponent.Instance.MyUser.UserID)
                {
                    gamer.AddComponent <GamerCameraComponent>();
                    moba.myGamer = gamer;
                }
            }

            //创建攻击类建筑 MobaID编号11-30
            for (int i = 0; i < 20; i++)
            {
                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 11);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = GameObject.Find($"/World/5v5_Map/mobaTower{i+1}");
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();

                //设置角色
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
            }

            //初始加载完成
            SessionComponent.Instance.Session.Send(new A1007_GamerReadyMoba5V5_C2M());
            //等待服务端通知游戏计时开始
            //等待服务端通知刷新第一波小兵
            //等待服务端通知刷新普通野怪
            //等待服务端通知刷新大龙
        }
Exemple #15
0
        protected override void Run(ETModel.Session session, A1012_NewMonster_M2C message)
        {
            //服务端通知客户端刷新一窝野怪
            TimerComponent     timerComponent     = ETModel.Game.Scene.GetComponent <TimerComponent>();
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            ConfigComponent    config             = Game.Scene.GetComponent <ConfigComponent>();
            Moba5V5Component   moba = Moba5V5Component.instance;

            //野怪点ID 编号分别为:49 51 52 54 57 58 59 60 61 62 63 64 65 68 70 71
            int configID;      //配置编号
            int monsterNumber; //野怪数量

            switch (message.MonsterID)
            {
            case 49:     //蜥蜴
                configID      = 49;
                monsterNumber = 2;
                break;

            case 51:     //蓝Buff
                configID      = 51;
                monsterNumber = 1;
                break;

            case 52:     //狼
                configID      = 52;
                monsterNumber = 2;
                break;

            case 54:     //熊
                configID      = 54;
                monsterNumber = 3;
                break;

            case 57:     //红Buff
                configID      = 57;
                monsterNumber = 1;
                break;

            case 58:     //鸟
                configID      = 58;
                monsterNumber = 1;
                break;

            case 59:     //河道蟹
                configID      = 59;
                monsterNumber = 1;
                break;

            case 60:     //河道蟹
                configID      = 60;
                monsterNumber = 1;
                break;

            case 61:     //大Boss
                configID      = 61;
                monsterNumber = 1;
                break;

            case 62:     //小Boss
                configID      = 62;
                monsterNumber = 1;
                break;

            case 63:     //鸟
                configID      = 63;
                monsterNumber = 1;
                break;

            case 64:     //红buff
                configID      = 64;
                monsterNumber = 1;
                break;

            case 65:     //熊
                configID      = 65;
                monsterNumber = 3;
                break;

            case 68:     //狼
                configID      = 68;
                monsterNumber = 2;
                break;

            case 70:     //蓝Buff
                configID      = 70;
                monsterNumber = 1;
                break;

            case 71:     //蜥蜴
                configID      = 71;
                monsterNumber = 2;
                break;

            default:
                throw new Exception("未知野怪点");
            }

            for (int i = 0; i < monsterNumber; i++)
            {
                if (i == 12)
                {
                    continue;
                }

                //获取角色配置
                Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + configID);
                GameObject    prefab        = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab);
                prefab.transform.position    = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]);
                prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0);

                //创建角色
                Gamer gamer = ETModel.ComponentFactory.Create <Gamer>();
                gamer.GameObject = UnityEngine.Object.Instantiate(prefab);
                gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false);
                int mobaID = moba.MobaID;             //获取ID
                moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典

                //添加Unity组件
                NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>();
                navMeshAgent.radius                = 0.2f;
                navMeshAgent.height                = 0.8f;
                navMeshAgent.angularSpeed          = 360f;
                navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance;

                //添加ET组件
                gamer.AddComponent <GamerAnimatorComponent>();
                gamer.AddComponent <GamerMoveComponent>();
                gamer.AddComponent <GamerTurnComponent>();
                gamer.AddComponent <GamerPathComponent>();

                //设置角色
                CharacterComponent character = gamer.AddComponent <CharacterComponent>();
                character.mobaID = mobaID;
                character.group  = moba5V5Config.Group; //阵营
                character.type   = moba5V5Config.Type;  //类型
            }
        }