void StartGame(Player[] players) { WorldBase world = WorldManager.CreateWorld <DemoWorld>(); //TODO 模式选择没用了 world.SyncRule = SyncRule.Status; world.m_RandomSeed = new Random().Next(); //随机一个种子 for (int i = 0; i < players.Length; i++) { ConnectionComponent conn = new ConnectionComponent(); conn.m_session = players[i].session; conn.m_playerID = players[i].playerID; SyncComponent sc = new SyncComponent(); world.CreateEntityImmediately("Player" + players[i].playerID, conn, sc); players[i].session.m_connect = conn; world.eventSystem.DispatchEvent(ServiceEventDefine.c_playerJoin, conn.Entity); Debug.Log("Send Game Start"); //派发游戏开始消息 PlayerMatchMsg_c msg = new PlayerMatchMsg_c(); msg.predictTime = 0; msg.isMatched = true; ProtocolAnalysisService.SendMsg(players[i].session, msg); } world.IsStart = true; }