public override void Exit(bool disabled) { var av = _actorBehaviour.HexUnit.GetComponent <ActorVisualizer>(); if (av != null) { // 这里因为要获得地图上的资源数据,所以只能找到ActorVisualizer,如果改到服务器端要另外处理 var currentCell = av.HexUnit.Location; var resType = currentCell.Res.ResType; int resAmount = currentCell.Res.GetAmount(resType); int resHarvest = 0; if (Owner.TimeIsUp()) { resHarvest = resAmount; resAmount = 0; } else { resHarvest = Mathf.RoundToInt(resAmount * Owner.GetLastedTime() / Owner.DurationTime); resAmount = resAmount - resHarvest; } HarvestStop output = new HarvestStop() { RoomId = av.RoomId, OwnerId = av.OwnerId, ActorId = av.ActorId, CellIndex = av.CellIndex, ResType = (int)resType, ResRemain = resAmount, ResHarvest = resHarvest, }; GameRoomManager.Instance.SendMsg(ROOM.HarvestStop, output.ToByteArray()); } }
private void OnHarvestStop(SocketAsyncEventArgs args, byte[] bytes) { HarvestStop input = HarvestStop.Parser.ParseFrom(bytes); if (input.RoomId != RoomId) { return; // 不是自己房间的消息,略过 } if (input.CellIndex == 0) { Debug.LogError("RoomLogic OnHarvestStop Error - Actor position is lost!"); } // 修改地图上的资源数据 var hr = ResManager.GetRes(input.CellIndex); if (hr == null) { hr = new ResInfo(); ResManager.AddRes(input.CellIndex, hr); } hr.SetAmount((ResInfo.RESOURCE_TYPE)input.ResType, input.ResRemain); // 修改玩家身上的资源数据 PlayerInfoInRoom piir = GetPlayerInRoom(input.OwnerId); if (piir == null) { ServerRoomManager.Instance.Log($"RoomLogic OnHarvestStop Error - player not found in server! Id:{input.OwnerId}"); return; } switch ((ResInfo.RESOURCE_TYPE)input.ResType) { case ResInfo.RESOURCE_TYPE.WOOD: piir.AddWood(input.ResHarvest); break; case ResInfo.RESOURCE_TYPE.FOOD: piir.AddFood(input.ResHarvest); break; case ResInfo.RESOURCE_TYPE.IRON: piir.AddIron(input.ResHarvest); break; } HarvestStopReply output = new HarvestStopReply() { RoomId = input.RoomId, OwnerId = input.OwnerId, ActorId = input.ActorId, CellIndex = input.CellIndex, ResType = input.ResType, ResRemain = input.ResRemain, ResHarvest = input.ResHarvest, Ret = true, }; BroadcastMsg(ROOM_REPLY.HarvestStopReply, output.ToByteArray()); // 发送给客户端刷新玩家身上的资源数量 UpdateResReply output2 = new UpdateResReply() { RoomId = input.RoomId, OwnerId = input.OwnerId, Ret = true, Wood = piir.Wood, Food = piir.Food, Iron = piir.Iron, }; ServerRoomManager.Instance.SendMsg(args, ROOM_REPLY.UpdateResReply, output2.ToByteArray()); }