Exemplo n.º 1
0
 //发送攻击消息
 public void SendAttack(S2CAttack s2CAttack)
 {
     SendData.instance.Broadcast((int)messageType.S2CAttack, s2CAttack);
     //foreach (var item in Server.instance.clientPools)
     //{
     //    var clientId = item.Key;
     //    SendData.instance.SendMessage(clientId, (int)messageType.S2CAttack, s2CAttack);
     //}
 }
Exemplo n.º 2
0
        //客户端攻击
        public void ClientAttack(int clientId, C2SAttack data)
        {
            int playerId = Server.instance.GetPlayerId(clientId);
            var player   = PlayerManager.instance.GetPlayer(playerId);

            if (player == null)
            {
                return;
            }
            var       weaponId  = data.weaponId;
            GameMap   gameMap   = GameMapManager.instance.GetGameMap(0);
            GroundMap groundMap = GameMapManager.instance.GetGroundMap(0);

            S2CAttack s2CAttack = new S2CAttack();

            s2CAttack.playerId = playerId;
            SendAttack(s2CAttack);

            if (weaponId == -1)
            {
                switch (player.toward)
                {
                case 1:
                    var x1 = player.x;
                    var z1 = player.z + 1;
                    if (z1 < 0 || z1 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x1, z1] > 0 && gameMap.gameMap[x1, z1] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x1, z1, player.damageCommon1);
                    }
                    break;

                case 2:
                    var x2 = player.x + 1;
                    var z2 = player.z;
                    if (x2 < 0 || x2 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x2, z2] > 0 && gameMap.gameMap[x2, z2] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x2, z2, player.damageCommon1);
                    }
                    break;

                case 3:
                    var x3 = player.x;
                    var z3 = player.z - 1;
                    if (z3 < 0 || z3 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x3, z3] > 0 && gameMap.gameMap[x3, z3] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x3, z3, player.damageCommon1);
                    }
                    break;

                case 4:
                    var x4 = player.x - 1;
                    var z4 = player.z;
                    if (x4 < 0 || x4 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x4, z4] > 0 && gameMap.gameMap[x4, z4] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x4, z4, player.damageCommon1);
                    }
                    break;
                }
            }
            else if (weaponId == -2)
            {
                switch (player.toward)
                {
                case 1:
                    var x1 = player.x;
                    var z1 = player.z + 1;
                    if (z1 < 0 || z1 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x1, z1] > 0 && gameMap.gameMap[x1, z1] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x1, z1, player.damageCommon2);
                    }
                    break;

                case 2:
                    var x2 = player.x + 1;
                    var z2 = player.z;
                    if (x2 < 0 || x2 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x2, z2] > 0 && gameMap.gameMap[x2, z2] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x2, z2, player.damageCommon2);
                    }
                    break;

                case 3:
                    var x3 = player.x;
                    var z3 = player.z - 1;
                    if (z3 < 0 || z3 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x3, z3] > 0 && gameMap.gameMap[x3, z3] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x3, z3, player.damageCommon2);
                    }
                    break;

                case 4:
                    var x4 = player.x - 1;
                    var z4 = player.z;
                    if (x4 < 0 || x4 > 47)
                    {
                        return;
                    }
                    if (gameMap.gameMap[x4, z4] > 0 && gameMap.gameMap[x4, z4] <= 1000)
                    {
                        MapController.instance.Damage(groundMap, x4, z4, player.damageCommon2);
                    }
                    break;
                }
            }
            else if (weaponId == -3)
            {
                if (player.bombCount <= 0)
                {
                    SendBombNone(playerId);
                    return;
                }

                player.bombCount--;

                var x = CDT2Cell.instance.CDT2X(data.locationX);
                var z = CDT2Cell.instance.CDT2Z(data.locationZ);

                if (gameMap.gameMap[x, z] == 3001 || gameMap.gameMap[x, z] == 3002 || gameMap.gameMap[x, z] == 3003)
                {
                    return;
                }

                Bomb bomb = BombManager.instance.CreateBomb(player, x, z);

                MapController.instance.SetMapValue(gameMap, x, z, bomb.id);

                ConsoleLog.instance.Info(string.Format("角色攻击,武器Id: {0},泡泡位置: {1} {2}", weaponId, x, z));

                bomb.timer = new Timer(new TimerCallback(BombController.instance.BombTrigger), bomb, ReadConfig.instance.bombTime * 1000, Timeout.Infinite);
            }
        }