private static int ReloadXmlFile_config_bangzhanawards() { int ret = GameManager.systemBangZhanAwardsMgr.ReloadLoadFromXMlFile(); BangZhanAwardsMgr.ClearAwardsByLevels(); return(ret); }
/// <summary> /// 定时给在场的玩家增加经验 /// </summary> private static void ProcessTimeAddRoleExp() { long ticks = DateTime.Now.Ticks / 10000; if (ticks - LastAddBangZhanAwardsTicks < (10 * 1000)) { return; } LastAddBangZhanAwardsTicks = ticks; //先找出当前大乱斗中的所有的或者的人 List <Object> objsList = GameManager.ClientMgr.GetMapClients(Global.GetHuangGongMapCode()); if (null == objsList) { return; } for (int i = 0; i < objsList.Count; i++) { GameClient c = objsList[i] as GameClient; if (c == null) { continue; } //if (c.ClientData.CurrentLifeV <= 0) continue; /// 处理用户的经验奖励 BangZhanAwardsMgr.ProcessBangZhanAwards(c); } }
private static void ProcessAddRoleRongYu(GameClient client) { int rongYu = BangZhanAwardsMgr.GetRongYuByLevel(client.ClientData.Level); if (rongYu > 0) { GameManager.ClientMgr.ModifyRongYuValue(client, rongYu, true, true); } }
private static void ProcessAddRoleExperience(GameClient client) { long exp = BangZhanAwardsMgr.GetExpByLevel(client.ClientData.Level); if (exp > 0L) { GameManager.ClientMgr.ProcessRoleExperience(client, exp, true, false, false, "none"); } }
/// 处理用户的在场的时间经验奖励 private static void ProcessAddRoleExperience(GameClient client) { long exp = BangZhanAwardsMgr.GetExpByLevel(client.ClientData.Level); if (exp <= 0) { return; } //处理角色经验 GameManager.ClientMgr.ProcessRoleExperience(client, exp, true, false); }
private static void ProcessTimeAddRoleExp() { long ticks = TimeUtil.NOW(); if (ticks - WangChengManager.LastAddBangZhanAwardsTicks >= 10000L) { WangChengManager.LastAddBangZhanAwardsTicks = ticks; List <object> objsList = GameManager.ClientMgr.GetMapClients(Global.GetHuangGongMapCode()); if (null != objsList) { for (int i = 0; i < objsList.Count; i++) { GameClient c = objsList[i] as GameClient; if (c != null) { BangZhanAwardsMgr.ProcessBangZhanAwards(c); } } } } }
/// <summary> /// 定时给在场的玩家增加经验 /// </summary> private void ProcessTimeAddRoleExp() { if (BattlingState != BattleStates.StartFight) //非战斗装备,不加经验 { return; } long ticks = DateTime.Now.Ticks / 10000; if (ticks - LastAddBangZhanAwardsTicks < (10 * 1000)) { return; } LastAddBangZhanAwardsTicks = ticks; //先找出当前大乱斗中的所有的或者的人 List <Object> objsList = GameManager.ClientMgr.GetMapClients(MapCode); if (null == objsList) { return; } for (int i = 0; i < objsList.Count; i++) { GameClient c = objsList[i] as GameClient; if (c == null) { continue; } //if (c.ClientData.CurrentLifeV <= 0) continue; /// 处理用户的经验奖励 BangZhanAwardsMgr.ProcessBangZhanAwards(c); } }
private void ProcessTimeAddRoleExp() { if (this.BattlingState == BattleStates.StartFight) { long ticks = TimeUtil.NOW(); if (ticks - this.LastAddBangZhanAwardsTicks >= 10000L) { this.LastAddBangZhanAwardsTicks = ticks; List <object> objsList = GameManager.ClientMgr.GetMapClients(this.MapCode); if (null != objsList) { for (int i = 0; i < objsList.Count; i++) { GameClient c = objsList[i] as GameClient; if (c != null) { BangZhanAwardsMgr.ProcessBangZhanAwards(c); } } } } } }