/// <summary> /// 加入房间 /// </summary> /// <param name="self"></param> /// <param name="room"></param> /// <param name="matcher"></param> public static void JoinRoom(this LandlordsComponent self, LandlordsRoom room, Gamer gamer) { //玩家可能掉线 if (gamer == null) { return; } //玩家加入房间 成为已经进入房间的玩家 //绑定玩家与房间 以后可以通过玩家UserID找到所在房间 self.Waiting[gamer.UserID] = room; //为玩家添加座位 room.Add(gamer); //房间广播 Log.Info($"玩家{gamer.UserID}进入房间"); Actor_GamerEnterRoom_Ntt broadcastMessage = new Actor_GamerEnterRoom_Ntt(); foreach (Gamer _gamer in room.gamers) { if (_gamer == null) { //添加空位 broadcastMessage.Gamers.Add(new GamerInfo()); continue; } //添加玩家信息 //GamerInfo info = new GamerInfo() { UserID = _gamer.UserID, IsReady = room.IsGamerReady(gamer) }; GamerInfo info = new GamerInfo() { UserID = _gamer.UserID }; broadcastMessage.Gamers.Add(info); } //广播房间内玩家消息 每次有人进入房间都会收到一次广播 room.Broadcast(broadcastMessage); //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 ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>(); ActorMessageSender gamerActorProxy = actorProxyComponent.Get(gamer.ActorIDofUser); gamerActorProxy.Send(new Actor_LandlordsMatchSucess() { ActorIDofGamer = gamer.InstanceId }); }