コード例 #1
0
        protected override async ETTask Run(Unit unit, C2M_TransferMap request, M2C_TransferMap response, Action reply)
        {
            await ETTask.CompletedTask;

            string currentMap = unit.DomainScene().Name;
            string toMap      = null;

            if (currentMap == "Map1")
            {
                toMap = "Map2";
            }
            else
            {
                toMap = "Map1";
            }

            StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(unit.DomainScene().Zone, toMap);

            TransferHelper.Transfer(unit, startSceneConfig.InstanceId, toMap).Coroutine();

            reply();
        }
コード例 #2
0
        protected override async ETTask Run(Session session, C2G_EnterMap request, G2C_EnterMap response, Action reply)
        {
            Player player = session.GetComponent <SessionPlayerComponent>().GetMyPlayer();

            // 在Gate上动态创建一个Map Scene,把Unit从DB中加载放进来,然后传送到真正的Map中,这样登陆跟传送的逻辑就完全一样了
            GateMapComponent gateMapComponent = player.AddComponent <GateMapComponent>();

            gateMapComponent.Scene = await SceneFactory.Create(gateMapComponent, "GateMap", SceneType.Map);

            Scene scene = gateMapComponent.Scene;

            // 这里可以从DB中加载Unit
            Unit unit = UnitFactory.Create(scene, player.Id, UnitType.Player);

            unit.AddComponent <UnitGateComponent, long>(session.InstanceId);

            StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(session.DomainZone(), "Map1");

            response.MyId = player.Id;
            reply();

            // 开始传送
            await TransferHelper.Transfer(unit, startSceneConfig.InstanceId, startSceneConfig.Name);
        }