/// <summary> /// 创建场景 /// </summary> /// <param name="scene_type"></param> /// <returns></returns> public BaseScene CreateScene(uint scene_type) { BaseScene new_scene = null; eSceneType type = SceneID.GetSceneTypeByID(scene_type); if (type == eSceneType.CITY) {//主城场景:同类型只存在一个 if (m_city_scenes.TryGetValue(scene_type, out new_scene)) { return(new_scene); } } //创建场景 switch (type) { case eSceneType.CITY: new_scene = new CityScene(); break; case eSceneType.BATTLE: new_scene = new BaseScene(); break; default: Log.Warning("错误的场景类型:" + scene_type); return(null); } new_scene.Setup(scene_type, ++m_scene_guid); m_scenes.Add(new_scene.scene_obj_idx, new_scene); if (type == eSceneType.CITY) { m_city_scenes.Add(scene_type, new_scene); } else if (type == eSceneType.BATTLE) { } return(new_scene); }
public BaseScene GetScene(ushort scene_type) { BaseScene _scene = null; eSceneType type = SceneID.GetSceneTypeByID(scene_type); if (type == eSceneType.CITY) { if (m_city_scenes.TryGetValue(scene_type, out _scene)) { return(_scene); } return(null); } else if (type == eSceneType.BATTLE) { return(null); } return(null); }
/// <summary> /// 进入场景 /// </summary> private void OnEnterScene(PacketBase packet) { c2ss.EnterScene msg = packet as c2ss.EnterScene; Player player = UnitManager.Instance.GetPlayerByClientUID(msg.client_uid); if (player == null) { Log.Debug("OnEnterScene 未找到unit:" + msg.client_uid.srv_uid + ", " + msg.client_uid.conn_idx); return; } uint scene_idx = 0; if (msg.scene_type == 0) { //进入游戏后的第一个消息:告诉client需要进入的场景id scene_idx = player.scene_type_idx; //上次所在场景 } else { //相同场景跳转,直接返回 if (msg.scene_type == player.scene_type_idx) { return; } scene_idx = msg.scene_type; } //判断场景是否有效 if (!SceneID.IsValidScene(scene_idx)) { return; } //加入场景 BaseScene scene = SceneManager.Instance.CreateScene(scene_idx); if (scene != null) { //先从旧的场景移除 BaseScene old_scene = SceneManager.Instance.GetScene(player.scene_obj_idx); if (old_scene != null) { old_scene.RemoveUnit(player); } //再加入新的场景 scene.AddUnit(player); player.unit_attr.SetAttribInteger(eUnitModType.UMT_scene_type, scene_idx); } else { Log.Warning("加入场景失败:" + scene_idx); return; } //告诉client ss2c.EnterScene rep_msg = PacketPools.Get(ss2c.msg.ENTER_SCENE) as ss2c.EnterScene; rep_msg.scene_type = scene_idx; rep_msg.scene_instance_id = 1; rep_msg.pos.Set(player.pos_x, player.pos_y);//TODO:获取场景出生点 rep_msg.dir = eDirection.NONE; ServerNetManager.Instance.SendProxy(msg.client_uid, rep_msg, false); }