//玩家退出亲友圈 被管理踢 或者自己退都走这 public static async void SucceedOutriendsCircle(this FriendsCircle friendsCircle, long userId) { if (friendsCircle.CreateUserId == userId) { return; } UserInFriendsCircle userInFriendsCircle = await FriendsCircleComponent.Ins.QueryUserInFriendsCircle(userId); if (userInFriendsCircle.FriendsCircleIdList.Contains(friendsCircle.FriendsCircleId)) { userInFriendsCircle.FriendsCircleIdList.Remove(friendsCircle.FriendsCircleId); } await FriendsCircleComponent.Ins.SaveDB(userInFriendsCircle); FriendsCirleMemberInfo friendsCirleMemberInfo = await FriendsCircleComponent.Ins.QueryFriendsCircleMember(friendsCircle.FriendsCircleId); if (friendsCirleMemberInfo.MemberList.Contains(userId)) { friendsCirleMemberInfo.MemberList.Remove(userId); } await FriendsCircleComponent.Ins.SaveDB(friendsCirleMemberInfo); friendsCircle.TotalNumber--; await FriendsCircleComponent.Ins.SaveDB(friendsCircle); }
public static UserInFriendsCircle Create(long userId) { UserInFriendsCircle userInFriendsCircle = ComponentFactory.Create <UserInFriendsCircle>(); userInFriendsCircle.UserId = userId; return(userInFriendsCircle); }
//玩家成功加入亲友圈 public static async Task SucceedJoinFriendsCircle(this FriendsCircle friendsCircle, long userId) { UserInFriendsCircle userInFriendsCircle = await FriendsCircleComponent.Ins.QueryUserInFriendsCircle(userId); userInFriendsCircle.FriendsCircleIdList.Add(friendsCircle.FriendsCircleId); await FriendsCircleComponent.Ins.SaveDB(userInFriendsCircle); FriendsCirleMemberInfo friendsCirleMemberInfo = await FriendsCircleComponent.Ins.QueryFriendsCircleMember(friendsCircle.FriendsCircleId); friendsCirleMemberInfo.MemberList.Add(userId); await FriendsCircleComponent.Ins.SaveDB(friendsCirleMemberInfo); friendsCircle.TotalNumber++; await FriendsCircleComponent.Ins.SaveDB(friendsCircle); }