public override int HandlePacket(GamePlayer player, GSPacketIn packet) { int hallType = packet.ReadInt(); RoomMgr.EnterWaitingRoom(player, hallType); return(1); }
public int HandlePacket(GameClient client, GSPacketIn packet) { int stateID = packet.ReadInt(); switch (stateID) { //客户端进入结婚房间已经准备完成 case 0: if (client.Player.IsInMarryRoom) { //GSPacketIn msgEnter = client.Out.SendPlayerEnterMarryRoom(client.Player); if (client.Player.MarryMap == 1) { client.Player.X = 646; client.Player.Y = 1241; } else if (client.Player.MarryMap == 2) { client.Player.X = 800; client.Player.Y = 763; } GamePlayer[] list = client.Player.CurrentMarryRoom.GetAllPlayers(); foreach (GamePlayer p in list) { if (p != client.Player && p.MarryMap == client.Player.MarryMap) { p.Out.SendPlayerEnterMarryRoom(client.Player); client.Player.Out.SendPlayerEnterMarryRoom(p); } } } break; //客户端进入大厅 case 1: RoomMgr.EnterWaitingRoom(client.Player); break; } return(0); }
public int HandlePacket(GameClient client, GSPacketIn packet) { switch (packet.ReadInt()) { case 0: if (client.Player.IsInMarryRoom) { if (client.Player.MarryMap == 1) { client.Player.X = 646; client.Player.Y = 1241; } else { if (client.Player.MarryMap == 2) { client.Player.X = 800; client.Player.Y = 763; } } GamePlayer[] allPlayers = client.Player.CurrentMarryRoom.GetAllPlayers(); GamePlayer[] array = allPlayers; for (int i = 0; i < array.Length; i++) { GamePlayer gamePlayer = array[i]; if (gamePlayer != client.Player && gamePlayer.MarryMap == client.Player.MarryMap) { gamePlayer.Out.SendPlayerEnterMarryRoom(client.Player); client.Player.Out.SendPlayerEnterMarryRoom(gamePlayer); } } } break; case 1: RoomMgr.EnterWaitingRoom(client.Player); break; } return(0); }
public int HandlePacket(GameClient client, GSPacketIn packet) { int screenStyle = packet.ReadInt(); BaseRoom[] rooms = RoomMgr.Rooms; List <BaseRoom> list = new List <BaseRoom>(); client.Player.ScreenStyle = screenStyle; switch (screenStyle) { case 1: for (int i = 0; i < rooms.Length; i++) { if (!rooms[i].IsEmpty && (rooms[i].RoomType == eRoomType.Match || rooms[i].RoomType == eRoomType.Freedom)) { list.Add(rooms[i]); } } break; case 2: for (int j = 0; j < rooms.Length; j++) { if (!rooms[j].IsEmpty && rooms[j].RoomType == eRoomType.Dungeon) { list.Add(rooms[j]); } } break; default: RoomMgr.EnterWaitingRoom(client.Player); break; } if (list.Count > 0) { client.Out.SendUpdateRoomList(list); } return(1); }