protected GCMapGetReward GetRewardById(int rewardId) { GCMapGetReward reward = new GCMapGetReward(); PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); reward.AccountId = accountData.Uid; reward.PlayerId = mapPlayerData.PlayerData.PlayerId; reward.OldExp = mapPlayerData.PlayerData.Exp; reward.OldLevel = mapPlayerData.PlayerData.Level; RewardTableSetting rewardTable = RewardTableSettings.Get(rewardId); reward.AddedExp = rewardTable.exp; reward.Diamonds = rewardTable.diamond; reward.Gold = rewardTable.gold; reward.Food = rewardTable.food; for (int i = 0; i < rewardTable.ItemList.Count; i++) { if (UnityEngine.Random.Range(0, 10000) < rewardTable.RewardProbability[i]) { ItemTableSetting itemTable = ItemTableSettings.Get(rewardTable.ItemList[i]); if (itemTable == null) { continue; } switch ((ItemType)itemTable.Type) { case ItemType.Card: reward.Cards.Add(rewardTable.ItemList[i]); reward.CardTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Equip: reward.Equips.Add(rewardTable.ItemList[i]); reward.EquipTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Skill: //要改 reward.Buffs.Add(rewardTable.ItemList[i]); reward.BuffTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Consumable: reward.Items.Add(rewardTable.ItemList[i]); reward.ItemTemps.Add(rewardTable.Permanent[i]); break; default: break; } } } return(reward); }
public void Update(PBMapPlayerData mapPlayerData) { if (Id != mapPlayerData.PlayerData.PlayerId) { Debug.LogError(Id + "不是一个玩家的数据!" + mapPlayerData.PlayerData.PlayerId); return; } PlayerData playerData = new PlayerData(); playerData.Update(mapPlayerData.PlayerData); if (playerData == null) { return; } Name = playerData.Name; Level = playerData.Level; Exp = playerData.Exp; LevelTableSetting levelTable = LevelTableSettings.Get(Level); if (levelTable != null) { MaxExp = levelTable.Exp[(int)playerData.ClassData.Type]; } HP = playerData.HP; MaxHP = playerData.MaxHP; MP = playerData.MP; MaxMP = playerData.MaxMP; HeadIcon = playerData.HeadIcon; MapSkillID = playerData.MapSkillID; BattleSkillID = playerData.BattleSkillID; UsingCharacter = playerData.UsingCharacter; Food = playerData.Food; MaxFood = playerData.MaxFood; Gold = playerData.Gold; for (int i = 0; i < mapPlayerData.Equips.Count; i++) { m_EquipList.Add(new NormalCard(mapPlayerData.Equips[i], false)); } for (int i = 0; i < mapPlayerData.Buffs.Count; i++) { m_BuffList.Add(new NormalCard(mapPlayerData.Buffs[i], false)); } m_Deck = new Deck(mapPlayerData.Deck); m_CardList = m_Deck.Cards; for (int i = 0; i < mapPlayerData.Items.Count; i++) { m_ItemList.Add(new ItemData(mapPlayerData.Items[i])); } ClassData = playerData.ClassData; }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGExitInstance data = packet as CGExitInstance; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); PBPlayerData playerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); if (data.AccountId != accountData.Uid) { return; } if (data.PlayerId != playerData.PlayerId) { return; } AddExp(playerData, mapPlayerData.AddedExp); playerDetailData.Items.Clear(); playerDetailData.Items.Add(mapPlayerData.Items); playerData.Gold += mapPlayerData.PlayerData.Gold; playerData.Food += mapPlayerData.PlayerData.Food; playerDetailData.Cards.Add(mapPlayerData.RewardCards); playerDetailData.Items.Add(mapPlayerData.RewardItems); SaveData(MAP_PLAYER_DATA_KEY, null); SaveData(PLAYER_DATA_KEY, playerData); SaveData(PLAYER_DETAIL_DATA_KEY, playerDetailData); GCExitInstance exitInstance = new GCExitInstance(); exitInstance.AccountId = accountData.Uid; exitInstance.PlayerId = playerData.PlayerId; exitInstance.Reason = data.Reason; exitInstance.Gold = mapPlayerData.PlayerData.Gold; exitInstance.Food = mapPlayerData.PlayerData.Food; exitInstance.Cards.Add(mapPlayerData.RewardCards); exitInstance.Items.Add(mapPlayerData.RewardItems); SendToClient(MessageId_Receive.GCExitInstance, exitInstance); GCUpdatePlayerData updatePlayerData = new GCUpdatePlayerData(); updatePlayerData.AccountData = accountData; updatePlayerData.PlayerData = playerData; updatePlayerData.PlayerDetailData = playerDetailData; SendToClient(MessageId_Receive.GCUpdatePlayerData, updatePlayerData); }
public void Update(PBMapPlayerData mapPlayerData) { CurPos = new MapCardPos(mapPlayerData.PlayerPosX, mapPlayerData.PlayerPosY); if (m_Data.Id == MapMgr.Instance.MyMapPlayer.Data.Id && m_Data.HP > mapPlayerData.PlayerData.Hp && mapPlayerData.PlayerData.Food == 0) { //食物没有了,扣血 Messenger.Broadcast(MessageId.MAP_PLAYER_NO_FOOD_DAMAGE); } m_InstanceId = mapPlayerData.InstanceId; m_Data.Update(mapPlayerData); if (m_Data.HP <= 0) { Messenger.BroadcastAsync <ulong>(MessageId.MAP_PLAYER_DEAD, m_Data.Id); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGExitBattle data = packet as CGExitBattle; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); //战斗结果 if (data.PlayerData != null) { mapPlayerData.PlayerData.Hp = data.PlayerData.Hp; mapPlayerData.PlayerData.MaxHp = data.PlayerData.MaxHp; mapPlayerData.PlayerData.Mp = data.PlayerData.Mp; mapPlayerData.PlayerData.MaxMp = data.PlayerData.MaxMp; mapPlayerData.Items.Clear(); mapPlayerData.Items.Add(data.Items); } GCMapGetReward reward = null; BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(data.MonsterId); switch (data.Reason) { case 3: //对方放弃 case 0: //通关 reward = GetRewardById(battleMonster.RewardId); break; case 1: //失败 case 2: //逃跑,放弃 reward = GetRewardById(battleMonster.LoseReward); break; default: break; } if (reward != null) { //存奖励 mapPlayerData.AddedExp += reward.AddedExp; AddExp(mapPlayerData.PlayerData, reward.AddedExp); accountData.Diamonds += reward.Diamonds; mapPlayerData.PlayerData.Gold += reward.Gold; mapPlayerData.PlayerData.Food += reward.Food; if (reward.Cards.Count > 0) { mapPlayerData.Cards.Add(reward.Cards); } if (reward.Equips.Count > 0) { mapPlayerData.Equips.Add(reward.Equips); } if (reward.Items.Count > 0) { mapPlayerData.Items.Add(reward.Items); } if (reward.Buffs.Count > 0) { mapPlayerData.Buffs.Add(reward.Items); } for (int i = 0; i < reward.Cards.Count; i++) { if (reward.CardTemps[i] == 1) { mapPlayerData.RewardCards.Add(reward.Cards[i]); } } for (int i = 0; i < reward.Items.Count; i++) { if (reward.ItemTemps[i] == 1) { mapPlayerData.RewardItems.Add(reward.Items[i]); } } SaveData(ACCOUNT_DATA_KEY, accountData); SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCMapGetReward, reward); } GCExitBattle exitBattle = new GCExitBattle(); exitBattle.MonsterId = data.MonsterId; exitBattle.Reason = data.Reason; SendToClient(MessageId_Receive.GCExitBattle, exitBattle); GCUpdateMapPlayerData updateMapPlayerData = new GCUpdateMapPlayerData(); updateMapPlayerData.MapPlayerData = mapPlayerData; updateMapPlayerData.PlayerId = mapPlayerData.PlayerData.PlayerId; SendToClient(MessageId_Receive.GCUpdateMapPlayerData, updateMapPlayerData); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGMapApplyEffect data = packet as CGMapApplyEffect; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); PBPlayerData playerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); GCMapApplyEffect applyEffect = new GCMapApplyEffect(); applyEffect.PlayerId = playerData.PlayerId; if (data.PlayerId != playerData.PlayerId) { applyEffect.Result = 1; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); return; } switch (data.Action) { //0结束 case 0: break; //1下一个 case 1: break; //2选择 case 2: break; //3进入战斗 case 3: GCEnterBattle enterBattle = new GCEnterBattle(); enterBattle.MonsterId = data.Param; SendToClient(MessageId_Receive.GCEnterBattle, enterBattle); break; //4回血 case 4: mapPlayerData.PlayerData.Hp = System.Math.Min(mapPlayerData.PlayerData.Hp + data.Param, mapPlayerData.PlayerData.MaxHp); GCUpdateMapPlayerData hpUpdate = new GCUpdateMapPlayerData(); hpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; hpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, hpUpdate); break; //5回魔 case 5: mapPlayerData.PlayerData.Mp = System.Math.Min(mapPlayerData.PlayerData.Mp + data.Param, mapPlayerData.PlayerData.MaxMp); GCUpdateMapPlayerData mpUpdate = new GCUpdateMapPlayerData(); mpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; mpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, mpUpdate); break; //6回粮食 case 6: mapPlayerData.PlayerData.Food = System.Math.Min(mapPlayerData.PlayerData.Food + data.Param, mapPlayerData.PlayerData.MaxFood); GCUpdateMapPlayerData foodUpdate = new GCUpdateMapPlayerData(); foodUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; foodUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, foodUpdate); break; //7进入商店 case 7: GCMapEnterShop mapEnterShop = new GCMapEnterShop(); mapEnterShop.Result = 0; mapEnterShop.ShopId = data.Param; SendToClient(MessageId_Receive.GCMapEnterShop, mapEnterShop); break; //8打开宝箱 case 8: GCMapOpenBox openBox = new GCMapOpenBox(); openBox.Result = 0; openBox.BoxId = data.Param; SendToClient(MessageId_Receive.GCMapOpenBox, openBox); BoxTableSetting boxTable = BoxTableSettings.Get(data.Param); //switch (boxTable.RewardId) //{ // default: // break; //} break; //9进入下一层 case 9: break; default: break; } applyEffect.Result = 0; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGMapPlayerMove data = packet as CGMapPlayerMove; //处理完数据和逻辑后,发送消息通知客户端 GCMapPlayerMove mapPlayerMove = new GCMapPlayerMove(); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); PBMapLayerData mapLayerData = GetSavedData <PBMapLayerData>(MAP_LAYER_DATA_KEY); mapPlayerMove.PlayerId = mapPlayerData.PlayerData.PlayerId; int distance = System.Math.Abs(data.TargetX - mapPlayerData.PlayerPosX) + System.Math.Abs(data.TargetY - mapPlayerData.PlayerPosY); if (distance != 1) { mapPlayerMove.Result = 1; SendToClient(MessageId_Receive.GCMapPlayerMove, mapPlayerMove); return; } //位置更新 mapPlayerData.PlayerPosX = data.TargetX; mapPlayerData.PlayerPosY = data.TargetY; mapPlayerMove.X = data.TargetX; mapPlayerMove.Y = data.TargetY; //食物血量 if (mapPlayerData.PlayerData.Food > 0) { mapPlayerData.PlayerData.Food--; mapPlayerData.PlayerData.Hp = Math.Min(mapPlayerData.PlayerData.Hp + 1, mapPlayerData.PlayerData.MaxHp); } else { mapPlayerData.PlayerData.Hp--; mapPlayerData.PlayerData.Food = 0; if (mapPlayerData.PlayerData.Hp <= 0) { CGExitInstanceHandler exitInstanceHandler = new CGExitInstanceHandler(); CGExitInstance exitInstance = new CGExitInstance(); exitInstance.AccountId = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY).Uid; exitInstance.PlayerId = mapPlayerData.PlayerData.PlayerId; exitInstance.Reason = 1; exitInstanceHandler.Handle(this, exitInstance); return; } } //卡片地图的逻辑触发 if (mapLayerData.PointState[data.TargetY * mapLayerData.Width + data.TargetX] == 0) { mapLayerData.PointState[data.TargetY * mapLayerData.Width + data.TargetX] = 1; } //保存 SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); mapPlayerMove.Result = 0; SendToClient(MessageId_Receive.GCMapPlayerMove, mapPlayerMove); GCUpdateMapPlayerData updateMapPlayerData = new GCUpdateMapPlayerData(); updateMapPlayerData.PlayerId = mapPlayerData.PlayerData.PlayerId; updateMapPlayerData.MapPlayerData = mapPlayerData; SendToClient(MessageId_Receive.GCUpdateMapPlayerData, updateMapPlayerData); }