/// <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; }
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); }