public void Execute()
 {
     m_room.RoomType    = m_roomType;
     m_room.TimeMode    = m_timeMode;
     m_room.HardLevel   = m_hardLevel;
     m_room.LevelLimits = m_levelLimits;
     m_room.MapId       = m_mapId;
     m_room.UpdateRoomGameType();
     m_room.SendToAll(m_packet);
     RoomMgr.WaitingRoom.SendUpdateRoom(m_room);
 }
Exemple #2
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        public void Execute()
        {
            if (m_room.CanStart())
            {
                List <GamePlayer> players = m_room.GetPlayers();
                if (m_room.RoomType == eRoomType.Freedom)
                {
                    List <IGamePlayer> red  = new List <IGamePlayer>();
                    List <IGamePlayer> blue = new List <IGamePlayer>();
                    foreach (GamePlayer p in players)
                    {
                        if (p != null)
                        {
                            if (p.CurrentRoomTeam == 1)
                            {
                                red.Add(p);
                            }
                            else
                            {
                                blue.Add(p);
                            }
                        }
                    }

                    BaseGame game = GameMgr.StartPVPGame(m_room.RoomId, red, blue, m_room.MapId, m_room.RoomType, m_room.GameType, m_room.TimeMode);
                    StartGame(game);
                }
                else if (m_room.RoomType == eRoomType.Exploration || m_room.RoomType == eRoomType.Boss || m_room.RoomType == eRoomType.Treasure)
                {
                    List <IGamePlayer> matchPlayers = new List <IGamePlayer>();
                    foreach (GamePlayer p in players)
                    {
                        if (p != null)
                        {
                            matchPlayers.Add(p);
                        }
                    }
                    //更新房间的时间类型
                    UpdatePveRoomTimeMode();
                    BaseGame game = GameMgr.StartPVEGame(m_room.RoomId, matchPlayers, m_room.MapId, m_room.RoomType, m_room.GameType, m_room.TimeMode, m_room.HardLevel, m_room.LevelLimits);
                    StartGame(game);
                }
                else if (m_room.RoomType == eRoomType.Match)
                {
                    m_room.UpdateAvgLevel();
                    // m_room.GameType = eGameType.Guild;

                    BattleServer server = BattleMgr.AddRoom(m_room);
                    if (server != null)
                    {
                        m_room.BattleServer = server;
                        m_room.IsPlaying    = true;
                        m_room.SendStartPickUp();
                    }
                    else
                    {
                        GSPacketIn pkg = m_room.Host.Out.SendMessage(eMessageType.ChatERROR, "没有可用的战场服务器!");
                        m_room.SendToAll(pkg, m_room.Host);
                        m_room.SendCancelPickUp();
                    }
                }

                RoomMgr.WaitingRoom.SendUpdateRoom(m_room);
            }
        }