/// <summary> ///0Win 1Failure 2Me Escape 3Monster Escape /// </summary> public void SaveData(int reason) { //退出战斗 if (MapMgr.Inited) { CGExitBattle exitBattle = new CGExitBattle(); exitBattle.MonsterId = MonsterId; exitBattle.Reason = reason; exitBattle.PlayerData = new PBPlayerData(); exitBattle.PlayerData.Hp = MyPlayer.Data.HP; exitBattle.PlayerData.MaxHp = MyPlayer.Data.MaxHP; exitBattle.PlayerData.Mp = MyPlayer.Data.MP; exitBattle.PlayerData.MaxMp = MyPlayer.Data.MaxMP; for (int i = 0; i < MyPlayer.Data.ItemList.Count; i++) { exitBattle.Items.Add(MyPlayer.Data.ItemList[i].ItemId); } Game.NetworkManager.SendToLobby(MessageId_Send.CGExitBattle, exitBattle); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGExitBattle data = packet as CGExitBattle; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); //战斗结果 if (data.PlayerData != null) { mapPlayerData.PlayerData.Hp = data.PlayerData.Hp; mapPlayerData.PlayerData.MaxHp = data.PlayerData.MaxHp; mapPlayerData.PlayerData.Mp = data.PlayerData.Mp; mapPlayerData.PlayerData.MaxMp = data.PlayerData.MaxMp; mapPlayerData.Items.Clear(); mapPlayerData.Items.Add(data.Items); } GCMapGetReward reward = null; BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(data.MonsterId); switch (data.Reason) { case 3: //对方放弃 case 0: //通关 reward = GetRewardById(battleMonster.RewardId); break; case 1: //失败 case 2: //逃跑,放弃 reward = GetRewardById(battleMonster.LoseReward); break; default: break; } if (reward != null) { //存奖励 mapPlayerData.AddedExp += reward.AddedExp; AddExp(mapPlayerData.PlayerData, reward.AddedExp); accountData.Diamonds += reward.Diamonds; mapPlayerData.PlayerData.Gold += reward.Gold; mapPlayerData.PlayerData.Food += reward.Food; if (reward.Cards.Count > 0) { mapPlayerData.Cards.Add(reward.Cards); } if (reward.Equips.Count > 0) { mapPlayerData.Equips.Add(reward.Equips); } if (reward.Items.Count > 0) { mapPlayerData.Items.Add(reward.Items); } if (reward.Buffs.Count > 0) { mapPlayerData.Buffs.Add(reward.Items); } for (int i = 0; i < reward.Cards.Count; i++) { if (reward.CardTemps[i] == 1) { mapPlayerData.RewardCards.Add(reward.Cards[i]); } } for (int i = 0; i < reward.Items.Count; i++) { if (reward.ItemTemps[i] == 1) { mapPlayerData.RewardItems.Add(reward.Items[i]); } } SaveData(ACCOUNT_DATA_KEY, accountData); SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCMapGetReward, reward); } GCExitBattle exitBattle = new GCExitBattle(); exitBattle.MonsterId = data.MonsterId; exitBattle.Reason = data.Reason; SendToClient(MessageId_Receive.GCExitBattle, exitBattle); GCUpdateMapPlayerData updateMapPlayerData = new GCUpdateMapPlayerData(); updateMapPlayerData.MapPlayerData = mapPlayerData; updateMapPlayerData.PlayerId = mapPlayerData.PlayerData.PlayerId; SendToClient(MessageId_Receive.GCUpdateMapPlayerData, updateMapPlayerData); }