private void UpdateMapInfo() { if (MapMgr.Inited == false) { return; } InstanceTableSetting instanceTable = InstanceTableSettings.Get(MapMgr.Instance.InstanceId); lblMapName.text = instanceTable.Name; lblMapLayerName.text = I18N.Get(1005001, MapMgr.Instance.CurrentMapLayerData.LayerId); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCEnterInstance data = packet as GCEnterInstance; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! if (data.Result == 0) { InstanceTableSetting instanceTable = InstanceTableSettings.Get(data.InstanceId); if (instanceTable == null) { Debug.LogError("待进入的场景不存在!" + data.InstanceId); return; } SceneMgr.ChangeScene(instanceTable.SceneId); MapMgr.Create(data.InstanceId); MapMgr.Instance.MyMapPlayer.Update(data.MapPlayerData); } else { Debug.LogError("进入失败!" + data.Result); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGGetMapLayerData data = packet as CGGetMapLayerData; //处理完数据和逻辑后,发送消息通知客户端 GCGetMapLayerData response = new GCGetMapLayerData(); InstanceTableSetting instanceTable = InstanceTableSettings.Get(data.InstanceId); //层数从第一层开始 if (instanceTable.LayerMax < data.LayerIndex) { response.Result = 1; SendToClient(MessageId_Receive.GCGetMapLayerData, response); return; } InstanceLayerTableSetting layerTableSetting = InstanceLayerTableSettings.Get(instanceTable.Layers[Random.Range(0, instanceTable.Layers.Count)]); MapLayerData layerData = new MapLayerData(data.LayerIndex, instanceTable.Width, instanceTable.Height); int[,] mapType = new int[instanceTable.Width, instanceTable.Height]; int[,] mapID = new int[instanceTable.Width, instanceTable.Height]; List <MapCardPos> mapCards = new List <MapCardPos>(); int cardCount = Random.Range(layerTableSetting.MinCount, layerTableSetting.MaxCount + 1); //先确定出生点 { MapCardPos playerDoorCard = new MapCardPos(data.PlayerX, data.PlayerY); mapCards.Add(playerDoorCard); layerData[playerDoorCard] = new MapCardBase(); mapType[playerDoorCard.X, playerDoorCard.Y] = (int)MapCardType.Door; } for (int i = 1; i < cardCount; i++) { MapCardPos pos = mapCards[Random.Range(0, i)]; List <MapCardPos> poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); if (poss.Count == 0) { i--; continue; } int count = Random.Range(0, poss.Count - 1); pos = poss[count]; mapCards.Add(pos); layerData[pos] = new MapCardBase(); mapType[pos.X, pos.Y] = Random.Range((int)MapCardType.Monster, (int)MapCardType.NPC + 1); } //创建出口 { MapCardPos pos = mapCards[Random.Range(0, cardCount)]; List <MapCardPos> poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); while (poss.Count == 0) { pos = mapCards[Random.Range(0, cardCount)]; poss = layerData.GetNearEmptyPoss(pos.X, pos.Y); } int count = Random.Range(0, poss.Count - 1); pos = poss[count]; mapCards.Add(pos); layerData[pos] = new MapCardBase(); mapType[pos.X, pos.Y] = (int)MapCardType.Door; } for (int i = 0; i < mapCards.Count; i++) { MapCardPos pos = new MapCardPos(mapCards[i].X, mapCards[i].Y); switch ((MapCardType)mapType[pos.X, pos.Y]) { case MapCardType.None: mapID[pos.X, pos.Y] = 0; break; case MapCardType.Door: mapID[pos.X, pos.Y] = 2; break; case MapCardType.Monster: mapID[pos.X, pos.Y] = layerTableSetting.Monsters[Random.Range(0, layerTableSetting.Monsters.Count)]; break; case MapCardType.Shop: mapID[pos.X, pos.Y] = layerTableSetting.Shop[Random.Range(0, layerTableSetting.Shop.Count)]; break; case MapCardType.Box: mapID[pos.X, pos.Y] = layerTableSetting.Box[Random.Range(0, layerTableSetting.Box.Count)]; break; case MapCardType.NPC: mapID[pos.X, pos.Y] = layerTableSetting.NPC[Random.Range(0, layerTableSetting.NPC.Count)]; break; default: break; } } response.Result = 0; response.LayerData = new PBMapLayerData(); response.LayerData.Index = data.LayerIndex; response.LayerData.Height = instanceTable.Width; response.LayerData.Width = instanceTable.Height; for (int i = 0; i < instanceTable.Width; i++) { for (int j = 0; j < instanceTable.Height; j++) { response.LayerData.PointTypes.Add(mapType[i, j]); response.LayerData.PointIds.Add(mapID[i, j]); response.LayerData.PointState.Add(0); } } response.LayerData.PointState[data.PlayerX + data.PlayerY * instanceTable.Width] = 1; SaveData(MAP_LAYER_DATA_KEY, response.LayerData); SendToClient(MessageId_Receive.GCGetMapLayerData, response); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGEnterInstance data = packet as CGEnterInstance; //处理完数据和逻辑后,发送消息通知客户端 GCEnterInstance response = new GCEnterInstance(); InstanceTableSetting instanceTable = InstanceTableSettings.Get(data.InstanceId); if (instanceTable == null) { response.Result = 1; SendToClient(MessageId_Receive.GCEnterInstance, response); return; } response.InstanceId = data.InstanceId; response.Result = 0; response.MapPlayerData = new PBMapPlayerData(); response.MapPlayerData.InstanceId = data.InstanceId; response.MapPlayerData.PlayerPosX = Random.Range(0, instanceTable.Width); response.MapPlayerData.PlayerPosY = Random.Range(0, instanceTable.Height); PBPlayerData playerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); response.MapPlayerData.PlayerData = new PBPlayerData(); response.MapPlayerData.PlayerData.PlayerId = playerData.PlayerId; response.MapPlayerData.PlayerData.Hp = playerData.Hp; response.MapPlayerData.PlayerData.MaxHp = playerData.MaxHp; response.MapPlayerData.PlayerData.Mp = playerData.Mp; response.MapPlayerData.PlayerData.MaxMp = playerData.MaxMp; response.MapPlayerData.PlayerData.Gold = 0; response.MapPlayerData.PlayerData.Exp = 0; response.MapPlayerData.PlayerData.Level = 1; response.MapPlayerData.PlayerData.CharacterId = playerData.CharacterId; response.MapPlayerData.PlayerData.HeadIcon = playerData.HeadIcon; response.MapPlayerData.PlayerData.MapSkillId = playerData.MapSkillId; response.MapPlayerData.PlayerData.BattleSkillId = playerData.BattleSkillId; //response.MapPlayerData.PlayerData.Equips if (playerData.Food > instanceTable.FoodMax) { response.MapPlayerData.PlayerData.Food = response.MapPlayerData.PlayerData.MaxFood = instanceTable.FoodMax; playerData.Food = playerData.Food - instanceTable.FoodMax; } else { response.MapPlayerData.PlayerData.Food = response.MapPlayerData.PlayerData.MaxFood = playerData.Food; playerData.Food = 0; } //response.MapPlayerData.PlayerData response.MapPlayerData.PlayerModelId = ClassCharacterTableSettings.Get(response.MapPlayerData.PlayerData.CharacterId).ModelID; PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); bool exist = false; for (int i = 0; i < playerDetailData.Decks.Count; i++) { if (playerDetailData.Decks[i].Index == data.Deck.Index) { //更新已有的卡组 playerDetailData.Decks[i] = data.Deck; exist = true; break; } } //添加新卡组 if (exist == false) { playerDetailData.Decks.Add(data.Deck); } response.MapPlayerData.Deck = data.Deck; response.MapPlayerData.Items.Add(data.Items); response.MapPlayerData.Equips.AddRange(data.Equips); response.MapPlayerData.Buffs.AddRange(data.Buffs); for (int i = 0; i < data.Items.Count; i++) { playerDetailData.Items.Remove(data.Items[i]); } SaveData(PLAYER_DATA_KEY, playerData); SaveData(PLAYER_DETAIL_DATA_KEY, playerDetailData); SaveData(MAP_PLAYER_DATA_KEY, response.MapPlayerData); SendToClient(MessageId_Receive.GCEnterInstance, response); }