예제 #1
0
    /// <summary>
    /// 退出的时候清空
    /// </summary>
    private void InitLabyrinthData()
    {
        areaPlayerDic.Clear();
        m_labyrinthPropDic.Clear();
        labyrinthReports.Clear();
        m_labyrinthTrapDic.Clear();

        //初始化的时候清空该数据
        m_isSendBattleReport = false;
        pmazeInfo            = null;
        areaRewardDic.Clear();
        m_labyrinthSelfInfo = null;
        OnSneakSettleOver();
        m_sendUnlockMsg = false;
        moveMentKey     = 0;
    }
예제 #2
0
    void _Packet(ScMazeSelfInfo p)
    {
        p.CopyTo(ref m_labyrinthSelfInfo);
        Logger.LogDetail("收到自己的信息,hp ={0},anger = {1},layer = {2},all state = {3}", p.healthRate, p.angerRate, p.mazeLayer, GetLabyPlayerAllStateStr(p.mazeState));
        if (labyrinthSelfInfo.attackProps != null)
        {
            string str = string.Empty;
            for (int i = 0; i < labyrinthSelfInfo.attackProps.Length; i++)
            {
                PropItemInfo item = ConfigManager.Get <PropItemInfo>(labyrinthSelfInfo.attackProps[i]);
                str += Util.Format("{0} {1} {2}  ", item.ID, (LabyrinthPropSubType)item.subType, item.itemName);
            }
            Logger.LogDetail("收到自己的信息,props ={0}", str);
        }

        InitLabyrinthTrapDic(p.trapProps);
        UpdateSelfLayerToPlayerPanel();
        DispatchModuleEvent(EventRefreshPlayers, areaPlayerDic);
        DispatchModuleEvent(EventRefreshSelf, labyrinthSelfInfo);
    }