Esempio n. 1
0
        public override int OnExplode(int player_id, int parentNetworkId, int damage)
        {
            Log.Information($"OnExplode SButton {NetworkId}, {mapObjectId}, {damage}");
            if (mapData.jMapSwitchData[0].coolTime > 0)
            {
                if (World.Instance(WorldId).GetNetGameObject(GameObjectClassId.PropCooldown, GetMapId()) != null)
                {
                    Log.Information($"button cooldown... {GetMapId()}");
                    return(0);
                }
            }

            bool isDie = false;

            if (mapData.objectHP != 0)
            {
                PropHealth propHealth = (PropHealth)World.Instance(WorldId).GetNetGameObject(GameObjectClassId.PropHealth, mapObjectId);
                if (propHealth != null)
                {
                    if (propHealth.mHealth == 0)
                    {
                        // 이미 hp가 0이면 이후 처리 하지 않는다.
                    }
                    else if (propHealth.OnExplode(player_id, parentNetworkId, damage) == 0)
                    {
                        isDie = true;
                        // 스위치 오브젝트를 제거하면 이후 상태를 알수 없어서 스페셜 오브젝트 처리가 불가하다.
                        //SetDoesWantToDie(true);
                    }
                }
            }
            else
            {
                isDie = true;
            }

            if (isDie)
            {
                //SetDoesWantToDie(true);

                // 버튼(스위치) 상태 변경
                mOnOff = !mOnOff;
                NetworkManagerServer.sInstance.SetStateDirty(GetNetworkId(), WorldId, (uint)ReplicationState.OnOff);

                if (mapData.objectHP != 0)
                {
                    // hp가 있는 경우 쿨타임 적용하지 않는다.
                }
                else if (mapData.jMapSwitchData[0].coolTime > 0)
                {
                    //set cooldown
                    PropCooldown cooldown = (PropCooldown)GameObjectRegistry.sInstance.CreateGameObject((uint)GameObjectClassId.PropCooldown, true, WorldId);
                    cooldown.InitFrom(GetMapId());
                }
            }


            return(0);
        }
Esempio n. 2
0
        public override void TeleportServer(int map_uid)
        {
            if (StateServerSide != ActorState.Idle)
            {
                //Log.Information($"TeleportServer wrong state {StateServerSide}, networkID{GetNetworkId()}");
                return;
            }

            JMapObjectData mapData;

            if (World.mapGameObject.TryGetValue(map_uid, out mapData) == false)
            {
                Debug.Log($"cannot find map object {map_uid}");
                return;
            }

            var pos = mapData.jumpLandingPos;

            pos.y += 1;

            var duration = mapData.jumpDuration;
            var power    = mapData.jumpPower;

            //Log.Information("TeleportServer old location {0} new location {1}", GetLocation(), pos);
            if (StateServerSide == ActorState.Teleport)
            {
                Log.Information($"already teleport pos {pos.ToString()}");
                return;
            }

            // check cooldown
            if (World.Instance(WorldId).GetNetGameObject(GameObjectClassId.PropCooldown, map_uid) != null)
            {
                Log.Information($"cooldown... {map_uid}");
                return;
            }

            mActorStateMachine.ChangeState(this, mActorStateMachine.UpdateTeleport, ActorState.Teleport, duration);
            TargetPos    = pos;
            JumpPower    = power;
            JumpDuration = duration;
            Vector2 direction = new Vector2(pos.x - GetLocation().x, pos.z - GetLocation().z);

            degree       = direction.Angle();
            lastVelocity = new Vector3(direction.x, 0, direction.y) * 0.1f;
            LogHelper.LogInfo($"start teleport pos {pos.ToString()}, power{power}, duration{duration}, degree{degree}, direction{direction}");

            // 이후 인풋값은 무시
            IsIgnoreInput = true;

            //set cooldown
            PropCooldown cooldown = (PropCooldown)GameObjectRegistry.sInstance.CreateGameObject((uint)GameObjectClassId.PropCooldown, true, WorldId);

            cooldown.InitFrom(map_uid);


            //InvokeClientRpc(TeleportClient, World.Instance(WorldId).playerList.Keys.ToList(), pos, power, duration);
        }