public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCGetMapLayerData data = packet as GCGetMapLayerData; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! if (data.Result == 0) { //Messenger.BroadcastAsync<PBMapLayerData>(MessageId.MAP_GET_MAP_LAYER_DATA, data.LayerData); Messenger.BroadcastAsync <PBMapLayerData>(MessageId_Receive.GCGetMapLayerData, data.LayerData); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGGetMapLayerData data = packet as CGGetMapLayerData; //处理完数据和逻辑后,发送消息通知客户端 GCGetMapLayerData response = new GCGetMapLayerData(); InstanceTableSetting instanceTable = InstanceTableSettings.Get(data.InstanceId); //层数从第一层开始 if (instanceTable.LayerMax < data.LayerIndex) { response.Result = 1; SendToClient(MessageId_Receive.GCGetMapLayerData, response); return; } InstanceLayerTableSetting layerTableSetting = InstanceLayerTableSettings.Get(instanceTable.Layers[Random.Range(0, instanceTable.Layers.Count)]); MapLayerData layerData = new MapLayerData(data.LayerIndex, instanceTable.Width, instanceTable.Height); int[,] mapType = new int[instanceTable.Width, instanceTable.Height]; int[,] mapID = new int[instanceTable.Width, instanceTable.Height]; List <MapCardPos> mapCards = new List <MapCardPos>(); int cardCount = Random.Range(layerTableSetting.MinCount, layerTableSetting.MaxCount + 1); //先确定出生点 { MapCardPos playerDoorCard = new MapCardPos(data.PlayerX, data.PlayerY); mapCards.Add(playerDoorCard); layerData[playerDoorCard] = new MapCardBase(); mapType[playerDoorCard.X, playerDoorCard.Y] = (int)MapCardType.Door; } for (int i = 1; i < cardCount; i++) { MapCardPos pos = mapCards[Random.Range(0, i)]; List <MapCardPos> poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); if (poss.Count == 0) { i--; continue; } int count = Random.Range(0, poss.Count - 1); pos = poss[count]; mapCards.Add(pos); layerData[pos] = new MapCardBase(); mapType[pos.X, pos.Y] = Random.Range((int)MapCardType.Monster, (int)MapCardType.NPC + 1); } //创建出口 { MapCardPos pos = mapCards[Random.Range(0, cardCount)]; List <MapCardPos> poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); while (poss.Count == 0) { pos = mapCards[Random.Range(0, cardCount)]; poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); } int count = Random.Range(0, poss.Count - 1); pos = poss[count]; mapCards.Add(pos); layerData[pos] = new MapCardBase(); mapType[pos.X, pos.Y] = (int)MapCardType.Door; } for (int i = 0; i < mapCards.Count; i++) { MapCardPos pos = new MapCardPos(mapCards[i].X, mapCards[i].Y); switch ((MapCardType)mapType[pos.X, pos.Y]) { case MapCardType.None: mapID[pos.X, pos.Y] = 0; break; case MapCardType.Door: mapID[pos.X, pos.Y] = 2; break; case MapCardType.Monster: mapID[pos.X, pos.Y] = layerTableSetting.Monsters[Random.Range(0, layerTableSetting.Monsters.Count)]; break; case MapCardType.Shop: mapID[pos.X, pos.Y] = layerTableSetting.Shop[Random.Range(0, layerTableSetting.Shop.Count)]; break; case MapCardType.Box: mapID[pos.X, pos.Y] = layerTableSetting.Box[Random.Range(0, layerTableSetting.Box.Count)]; break; case MapCardType.NPC: mapID[pos.X, pos.Y] = layerTableSetting.NPC[Random.Range(0, layerTableSetting.NPC.Count)]; break; default: break; } } response.Result = 0; response.LayerData = new PBMapLayerData(); response.LayerData.Index = data.LayerIndex; response.LayerData.Height = instanceTable.Width; response.LayerData.Width = instanceTable.Height; for (int i = 0; i < instanceTable.Width; i++) { for (int j = 0; j < instanceTable.Height; j++) { response.LayerData.PointTypes.Add(mapType[i, j]); response.LayerData.PointIds.Add(mapID[i, j]); response.LayerData.PointState.Add(0); } } response.LayerData.PointState[data.PlayerX + data.PlayerY * instanceTable.Width] = 1; SaveData(MAP_LAYER_DATA_KEY, response.LayerData); SendToClient(MessageId_Receive.GCGetMapLayerData, response); }