private async void OnTransfer2() { Actor_TransferResponse response = (Actor_TransferResponse)await ETModel.SessionComponent.Instance.Session.Call(new Actor_TransferRequest() { MapIndex = 1 }); Log.Info($"传送成功! {JsonHelper.ToJson(response)}"); }
private async void OnTransfer1() { try { Actor_TransferResponse response = (Actor_TransferResponse)await ETModel.SessionComponent.Instance.Session.Call(new Actor_TransferRequest() { MapIndex = 0 }); Log.Info($"传送成功! {JsonHelper.ToJson(response)}"); } catch (Exception e) { Log.Error(e); } }
public override async ETTask Actor_TransferRequestHandler(Unit unit, Actor_TransferRequest request, Actor_TransferResponse response, Action reply) { long unitId = unit.Id; // 先在location锁住unit的地址 await Game.Scene.GetComponent <LocationProxyComponent>().Lock(unitId, unit.InstanceId); // 删除unit,让其它进程发送过来的消息找不到actor,重发 Game.EventSystem.Remove(unitId); long instanceId = unit.InstanceId; int mapIndex = request.MapIndex; StartConfigComponent startConfigComponent = StartConfigComponent.Instance; // 传送到map StartConfig mapConfig = startConfigComponent.Get(mapIndex); var address = mapConfig.GetComponent <InnerConfig>().Address; Session session = Game.Scene.GetComponent <NetInnerComponent>().Get(address); // 只删除不disponse否则M2M_TrasferUnitRequest无法序列化Unit Game.Scene.GetComponent <UnitComponent>().RemoveNoDispose(unitId); M2M_TrasferUnitResponse m2m_TrasferUnitResponse = (M2M_TrasferUnitResponse)await session.Call(new M2M_TrasferUnitRequest() { Unit = unit }); unit.Dispose(); // 解锁unit的地址,并且更新unit的instanceId await Game.Scene.GetComponent <LocationProxyComponent>().UnLock(unitId, instanceId, m2m_TrasferUnitResponse.InstanceId); reply(); }
public virtual async ETTask Actor_TransferRequestHandler(Unit unit, Actor_TransferRequest request, Actor_TransferResponse response, Action reply) { }