コード例 #1
0
ファイル: DataMgr.cs プロジェクト: PenpenLi/BIG_HEAD
 public void InitAccount(PBAccountData accountData)
 {
     AccountData          = new AccountData();
     AccountData.Diamonds = accountData.Diamonds;
     AccountData.Uid      = accountData.Uid;
     AccountData.VipLevel = accountData.VipLevel;
     AccountData.Recharge = accountData.Recharge;
 }
コード例 #2
0
        protected GCMapGetReward GetRewardById(int rewardId)
        {
            GCMapGetReward  reward        = new GCMapGetReward();
            PBAccountData   accountData   = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY);
            PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY);

            reward.AccountId = accountData.Uid;
            reward.PlayerId  = mapPlayerData.PlayerData.PlayerId;
            reward.OldExp    = mapPlayerData.PlayerData.Exp;
            reward.OldLevel  = mapPlayerData.PlayerData.Level;
            RewardTableSetting rewardTable = RewardTableSettings.Get(rewardId);

            reward.AddedExp = rewardTable.exp;
            reward.Diamonds = rewardTable.diamond;
            reward.Gold     = rewardTable.gold;
            reward.Food     = rewardTable.food;
            for (int i = 0; i < rewardTable.ItemList.Count; i++)
            {
                if (UnityEngine.Random.Range(0, 10000) < rewardTable.RewardProbability[i])
                {
                    ItemTableSetting itemTable = ItemTableSettings.Get(rewardTable.ItemList[i]);
                    if (itemTable == null)
                    {
                        continue;
                    }
                    switch ((ItemType)itemTable.Type)
                    {
                    case ItemType.Card:
                        reward.Cards.Add(rewardTable.ItemList[i]);
                        reward.CardTemps.Add(rewardTable.Permanent[i]);
                        break;

                    case ItemType.Equip:
                        reward.Equips.Add(rewardTable.ItemList[i]);
                        reward.EquipTemps.Add(rewardTable.Permanent[i]);
                        break;

                    case ItemType.Skill:
                        //要改
                        reward.Buffs.Add(rewardTable.ItemList[i]);
                        reward.BuffTemps.Add(rewardTable.Permanent[i]);
                        break;

                    case ItemType.Consumable:
                        reward.Items.Add(rewardTable.ItemList[i]);
                        reward.ItemTemps.Add(rewardTable.Permanent[i]);
                        break;

                    default:
                        break;
                    }
                }
            }
            return(reward);
        }
コード例 #3
0
    PBAccountData CreateAccount(string username)
    {
        PBAccountData AccountData = new PBAccountData();

        AccountData.Uid      = 1;
        AccountData.Recharge = 0;
        AccountData.Diamonds = 0;
        AccountData.VipLevel = 0;
        AccountData.Username = username;
        SaveData(ACCOUNT_DATA_KEY, AccountData);
        return(AccountData);
    }
コード例 #4
0
ファイル: DataMgr.cs プロジェクト: PenpenLi/BIG_HEAD
 public void UpdateAccount(PBAccountData accountData)
 {
     if (accountData == null)
     {
         return;
     }
     if (AccountData.Uid != accountData.Uid)
     {
         return;
     }
     AccountData.Diamonds = accountData.Diamonds;
     AccountData.VipLevel = accountData.VipLevel;
     AccountData.Recharge = accountData.Recharge;
 }
コード例 #5
0
    public override void Handle(object sender, IMessage packet)
    {
        base.Handle(sender, packet);
        CGExitInstance data = packet as CGExitInstance;
        //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);
        PBPlayerData       playerData       = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY);
        PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY);

        if (data.AccountId != accountData.Uid)
        {
            return;
        }
        if (data.PlayerId != playerData.PlayerId)
        {
            return;
        }

        AddExp(playerData, mapPlayerData.AddedExp);
        playerDetailData.Items.Clear();
        playerDetailData.Items.Add(mapPlayerData.Items);
        playerData.Gold += mapPlayerData.PlayerData.Gold;
        playerData.Food += mapPlayerData.PlayerData.Food;
        playerDetailData.Cards.Add(mapPlayerData.RewardCards);
        playerDetailData.Items.Add(mapPlayerData.RewardItems);

        SaveData(MAP_PLAYER_DATA_KEY, null);
        SaveData(PLAYER_DATA_KEY, playerData);
        SaveData(PLAYER_DETAIL_DATA_KEY, playerDetailData);

        GCExitInstance exitInstance = new GCExitInstance();

        exitInstance.AccountId = accountData.Uid;
        exitInstance.PlayerId  = playerData.PlayerId;
        exitInstance.Reason    = data.Reason;
        exitInstance.Gold      = mapPlayerData.PlayerData.Gold;
        exitInstance.Food      = mapPlayerData.PlayerData.Food;
        exitInstance.Cards.Add(mapPlayerData.RewardCards);
        exitInstance.Items.Add(mapPlayerData.RewardItems);

        SendToClient(MessageId_Receive.GCExitInstance, exitInstance);
        GCUpdatePlayerData updatePlayerData = new GCUpdatePlayerData();

        updatePlayerData.AccountData      = accountData;
        updatePlayerData.PlayerData       = playerData;
        updatePlayerData.PlayerDetailData = playerDetailData;
        SendToClient(MessageId_Receive.GCUpdatePlayerData, updatePlayerData);
    }
コード例 #6
0
    public override void Handle(object sender, IMessage packet)
    {
        base.Handle(sender, packet);
        CGLogin data = packet as CGLogin;
        //处理完数据和逻辑后,发送消息通知客户端
        GCLogin       login = new GCLogin();
        PBAccountData read  = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY);

        if (read != null)
        {
            if (read.Username != data.Username)
            {
                //新玩家
                login.Result      = 0;
                login.AccountData = CreateAccount(data.Username);
            }
            else
            {
                login.AccountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY);
                if (GetSavedData <PBPlayerData>(PLAYER_DATA_KEY) == null || GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY) == null)
                {
                    //新玩家,没有创建角色
                    login.Result = 0;
                }
                else
                {
                    login.Result = 1;
                }
            }
        }
        else
        {
            login.AccountData = CreateAccount(data.Username);
            login.Result      = 0;
        }
        //Debug.LogError(data.UserId.ToString());


        SendToClient(MessageId_Receive.GCLogin, login);
    }
コード例 #7
0
    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);
    }
コード例 #8
0
    public override void Handle(object sender, IMessage packet)
    {
        base.Handle(sender, packet);
        CGMapApplyEffect data = packet as CGMapApplyEffect;
        //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);
        PBPlayerData       playerData       = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY);
        PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY);

        GCMapApplyEffect applyEffect = new GCMapApplyEffect();

        applyEffect.PlayerId = playerData.PlayerId;

        if (data.PlayerId != playerData.PlayerId)
        {
            applyEffect.Result = 1;
            SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect);
            return;
        }

        switch (data.Action)
        {
        //0结束
        case 0:
            break;

        //1下一个
        case 1:
            break;

        //2选择
        case 2:
            break;

        //3进入战斗
        case 3:
            GCEnterBattle enterBattle = new GCEnterBattle();
            enterBattle.MonsterId = data.Param;
            SendToClient(MessageId_Receive.GCEnterBattle, enterBattle);
            break;

        //4回血
        case 4:
            mapPlayerData.PlayerData.Hp = System.Math.Min(mapPlayerData.PlayerData.Hp + data.Param, mapPlayerData.PlayerData.MaxHp);
            GCUpdateMapPlayerData hpUpdate = new GCUpdateMapPlayerData();
            hpUpdate.PlayerId      = mapPlayerData.PlayerData.PlayerId;
            hpUpdate.MapPlayerData = mapPlayerData;
            SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData);
            SendToClient(MessageId_Receive.GCUpdateMapPlayerData, hpUpdate);
            break;

        //5回魔
        case 5:
            mapPlayerData.PlayerData.Mp = System.Math.Min(mapPlayerData.PlayerData.Mp + data.Param, mapPlayerData.PlayerData.MaxMp);
            GCUpdateMapPlayerData mpUpdate = new GCUpdateMapPlayerData();
            mpUpdate.PlayerId      = mapPlayerData.PlayerData.PlayerId;
            mpUpdate.MapPlayerData = mapPlayerData;
            SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData);
            SendToClient(MessageId_Receive.GCUpdateMapPlayerData, mpUpdate);
            break;

        //6回粮食
        case 6:
            mapPlayerData.PlayerData.Food = System.Math.Min(mapPlayerData.PlayerData.Food + data.Param, mapPlayerData.PlayerData.MaxFood);
            GCUpdateMapPlayerData foodUpdate = new GCUpdateMapPlayerData();
            foodUpdate.PlayerId      = mapPlayerData.PlayerData.PlayerId;
            foodUpdate.MapPlayerData = mapPlayerData;
            SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData);
            SendToClient(MessageId_Receive.GCUpdateMapPlayerData, foodUpdate);
            break;

        //7进入商店
        case 7:
            GCMapEnterShop mapEnterShop = new GCMapEnterShop();
            mapEnterShop.Result = 0;
            mapEnterShop.ShopId = data.Param;
            SendToClient(MessageId_Receive.GCMapEnterShop, mapEnterShop);
            break;

        //8打开宝箱
        case 8:
            GCMapOpenBox openBox = new GCMapOpenBox();
            openBox.Result = 0;
            openBox.BoxId  = data.Param;
            SendToClient(MessageId_Receive.GCMapOpenBox, openBox);
            BoxTableSetting boxTable = BoxTableSettings.Get(data.Param);
            //switch (boxTable.RewardId)
            //{
            //    default:
            //        break;
            //}
            break;

        //9进入下一层
        case 9:
            break;

        default:
            break;
        }



        applyEffect.Result = 0;
        SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect);
    }