public void Init() { instance = this; // enterGame = Log; goPlay += GameManager.instance.charManager.move.Check; goPlay += delegate { GameManager.instance.itemManager.isPlaying = true; }; goPlay += delegate { AudioManager.Instance.PlaySound(AudioManager.AudioName.StartGame, 0.9F); }; restart += GameManager.instance.Reload; moveView += GameManager.instance.charManager.View; buyItem += GameManager.instance.itemManager.buyItem; setItemInCell += GameManager.instance.itemManager.setItemInCell_World; setItemInCell += delegate { AudioManager.Instance.PlaySound(AudioManager.AudioName.ItemDrop, 0.8F); }; //setItemInCell += LogCellPos; lose += delegate { AudioManager.Instance.PlaySound(AudioManager.AudioName.GameOver, 0.8F); }; win += delegate { AudioManager.Instance.PlaySound(AudioManager.AudioName.LevelClear1, 0.8F); }; win += delegate { AudioManager.Instance.PlaySound(AudioManager.AudioName.LevelClear2, 0.8F); }; }
public override bool HandleMessage() { EnterGame msg = GetParam <EnterGame>(0); Program.EnterGame(msg); return(true); }
public static PacketDistributed CreatePacket(MessageID packetID) { PacketDistributed packet = null; switch (packetID) { case MessageID.GCErrorBack: { packet = new GCErrorBack(); } break; case MessageID.CGheartbeatClientSend: { packet = new CGheartbeatClientSend(); } break; case MessageID.GCheartbeatServerBack: { packet = new GCheartbeatServerBack(); } break; case MessageID.GCServerMsg: { packet = new GCServerMsg(); } break; case MessageID.OptionEvent: { packet = new OptionEvent(); } break; case MessageID.FrameOpts: { packet = new FrameOpts(); } break; case MessageID.LogicFrame: { packet = new LogicFrame(); } break; case MessageID.NextFrameOpts: { packet = new NextFrameOpts(); } break; case MessageID.GamePlayerInfo: { packet = new GamePlayerInfo(); } break; case MessageID.EnterGame: { packet = new EnterGame(); } break; } if (null != packet) { packet.packetID = packetID; } //netActionTime = DateTime.Now.ToFileTimeUtc(); return(packet); }
protected virtual void GameSocket_OnGameLogonSuccess(GameLogonSuccess Packet) { this.Game.WriteToLog("Entered Game", Color.Green); EnterGame packet = new EnterGame(); this.Game.SendPacket(packet); }
private async void OnEnterGameButtonClick(object sender, EventArgs e) { await Task.Run(() => { if (EnterGame != null) { EnterGame.Invoke(this, EventArgs.Empty); } }); }
// private GameObject _Objective; // Use this for initialization public void Setup() { _EnterUI = FETool.findWithinChildren(this.gameObject, "EnterGame").GetComponent<EnterGame>(); _EnterUI.Setup(LevelManager.CurrentLevelInfo); GameEventManager.GameStart += GameStart; GameEventManager.GameOver += GameOver; GameEventManager.Respawn += Respawn; // _Objective = FETool.findWithinChildren(this.gameObject, "Objective"); }
public void StartGame(EnterGame msg) { if (msg.IsStartGame > 0) { Console.WriteLine("StartGame"); //开启逻辑帧事件 timer = new Timer(); timer.Elapsed += new ElapsedEventHandler(OnLogicFrame); timer.Interval = m_fFrameLen * 1000; //执行一次 false,一直执行true timer.AutoReset = true; timer.Enabled = true; } }
public void Handle(int cmd, byte[] data) { switch (cmd) { case MessageConst.Login.RESP_CREATE_ROLE: //CreateRole createRole = ProtobufTool.DeSerialize<CreateRole>(data); actions.Enqueue(CreateRole); break; case MessageConst.Login.RESP_ENTER_GAME: EnterGame enterGame = ProtobufTool.DeSerialize <EnterGame>(data); PlayerManager.self.player = enterGame.player; PlayerManager.self.statusManager = new PlayerStatusManager(); actions.Enqueue(LoginSuccess); break; default: break; } }
public dynamic Index([FromBody] EnterGame model) { Player player = new Player(); player.Name = model.Name; Console.WriteLine(model.Code); Game game = this._context.Games.FirstOrDefault(g => g.Code == model.Code); if (game == null) { return(Ok("Game not found")); } player.Game = game; this._context.Add(player); this._context.SaveChanges(); return(Ok("Player added")); }
public static ClientBasePacket HandlePacket(byte[] data, int offset, GameSession client) { // Calculate message size var size = (short)((data[offset + 1] << 8) + data[offset]); // Copy the packet to a new byte array // Skipping the header var packet = new byte[size]; Array.Copy(data, offset, packet, 0, size); ClientBasePacket msg; // Get the id var id = packet[2]; // Handle the packet // TODO: Can we group these into login / game / etc? switch (id) { case 0x00: msg = new ProtocolVersion(packet, client); break; case 0x01: msg = new ValidateClient(packet, client); break; case 0x03: msg = new ConnectClient(packet, client); break; case 0x04: msg = new ConnectSwitch(packet, client); break; case 0x05: msg = new SwitchServer(packet, client); break; case 0x06: msg = new ServerTime(packet, client); break; case 0x07: msg = new Message(packet, client); break; case 0x0d: msg = new Log(packet, client); break; case 0x0c: msg = new SyncMoney(packet, client); break; case 0x11: msg = new FactoryModifyUnit(packet, client); break; case 0x12: msg = new FactoryModifyEnd(packet, client); break; case 0x16: msg = new IsValidName(packet, client); break; case 0x17: msg = new FactoryChangeUnitName(packet, client); break; case 0x18: msg = new RequestInventory(packet, client); break; case 0x19: msg = new RequestSearchGame(packet, client); break; case 0x1b: msg = new CreateGame(packet, client); break; case 0x1c: msg = new EnterGame(packet, client); break; case 0x1f: msg = new ListUser(packet, client); break; case 0x20: msg = new Ready(packet, client); break; case 0x21: msg = new Exit(packet, client); break; case 0x22: msg = new StartGame(packet, client); break; case 0x2b: msg = new SelectBase(packet, client); break; case 0x2c: msg = new ReadyGame(packet, client); break; case 0x2e: msg = new RequestPalette(packet, client); break; case 0x2f: msg = new MoveUnit(packet, client); break; case 0x30: msg = new AimUnit(packet, client); break; case 0x31: msg = new StartAttack(packet, client); break; case 0x32: msg = new StopAttack(packet, client); break; case 0x35: msg = new RequestRegain(packet, client); break; case 0x38: msg = new ModeSniper(packet, client); break; case 0x3a: msg = new RequestChangeWeaponset(packet, client); break; case 0x3b: msg = new RequestQuitBattle(packet, client); break; case 0x3f: msg = new BuyList(packet, client); break; case 0x40: msg = new RequestGoodsData(packet, client); break; case 0x46: msg = new RequestAvatarInfo(packet, client); break; case 0x47: case 0x48: case 0x49: case 0x4a: case 0x4b: case 0x4c: case 0x4d: msg = new RequestStatsInfo(packet, client); break; case 0x4e: msg = new RequestBestInfo(packet, client); break; case 0x57: msg = new TutorialSelect(packet, client); break; case 0x5a: msg = new UnAimUnit(packet, client); break; case 0x63: msg = new MsgConnect(packet, client); break; case 0x64: msg = new MsgUserStateInfo(packet, client); break; case 0x66: msg = new MsgUserClanInfo(packet, client); break; case 0x67: msg = new MsgGetBuddyList(packet, client); break; case 0x69: msg = new MsgGetChannelList(packet, client); break; case 0x6a: msg = new MsgJoinChannel(packet, client); break; case 0x6b: msg = new MsgLeaveChannel(packet, client); break; case 0x6c: msg = new MsgChannelChatting(packet, client); break; case 0x71: msg = new RequestOperator(packet, client); break; case 0x72: msg = new SelectOperator(packet, client); break; default: msg = new UnknownPacket(packet, client); //Console.WriteLine("Unknown packet id [{0}] from user {1}", id, client.GetUserName()); break; } return(msg); }
public static void Execute(object p) { EnterGame msg = p as EnterGame; NetMsgManager.Instance.HandleMessage(MessageID.EnterGame, msg); }
//进入游戏 public static void EnterGame(EnterGame msg) { battleMgr.StartGame(msg); }
public static string C2SEnterGame(string userId, int roleId) { EnterGame data = new EnterGame(userId, roleId); return(JsonMapper.ToJson(data)); }