protected GCMapGetReward GetRewardById(int rewardId) { GCMapGetReward reward = new GCMapGetReward(); PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); reward.AccountId = accountData.Uid; reward.PlayerId = mapPlayerData.PlayerData.PlayerId; reward.OldExp = mapPlayerData.PlayerData.Exp; reward.OldLevel = mapPlayerData.PlayerData.Level; RewardTableSetting rewardTable = RewardTableSettings.Get(rewardId); reward.AddedExp = rewardTable.exp; reward.Diamonds = rewardTable.diamond; reward.Gold = rewardTable.gold; reward.Food = rewardTable.food; for (int i = 0; i < rewardTable.ItemList.Count; i++) { if (UnityEngine.Random.Range(0, 10000) < rewardTable.RewardProbability[i]) { ItemTableSetting itemTable = ItemTableSettings.Get(rewardTable.ItemList[i]); if (itemTable == null) { continue; } switch ((ItemType)itemTable.Type) { case ItemType.Card: reward.Cards.Add(rewardTable.ItemList[i]); reward.CardTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Equip: reward.Equips.Add(rewardTable.ItemList[i]); reward.EquipTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Skill: //要改 reward.Buffs.Add(rewardTable.ItemList[i]); reward.BuffTemps.Add(rewardTable.Permanent[i]); break; case ItemType.Consumable: reward.Items.Add(rewardTable.ItemList[i]); reward.ItemTemps.Add(rewardTable.Permanent[i]); break; default: break; } } } return(reward); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCMapGetReward data = packet as GCMapGetReward; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! List <int> items = new List <int>(); items.AddRange(data.Cards); items.AddRange(data.Equips); RewardData rewardData = new RewardData(data.Gold, data.Diamonds, data.OldLevel, data.OldExp, data.AddedExp, data.Food, items.ToArray()); Messenger.Broadcast(MessageId.MAP_GET_REWARD, rewardData); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGExitBattle data = packet as CGExitBattle; //处理完数据和逻辑后,发送消息通知客户端 PBAccountData accountData = GetSavedData <PBAccountData>(ACCOUNT_DATA_KEY); PBMapPlayerData mapPlayerData = GetSavedData <PBMapPlayerData>(MAP_PLAYER_DATA_KEY); //战斗结果 if (data.PlayerData != null) { mapPlayerData.PlayerData.Hp = data.PlayerData.Hp; mapPlayerData.PlayerData.MaxHp = data.PlayerData.MaxHp; mapPlayerData.PlayerData.Mp = data.PlayerData.Mp; mapPlayerData.PlayerData.MaxMp = data.PlayerData.MaxMp; mapPlayerData.Items.Clear(); mapPlayerData.Items.Add(data.Items); } GCMapGetReward reward = null; BattleMonsterTableSetting battleMonster = BattleMonsterTableSettings.Get(data.MonsterId); switch (data.Reason) { case 3: //对方放弃 case 0: //通关 reward = GetRewardById(battleMonster.RewardId); break; case 1: //失败 case 2: //逃跑,放弃 reward = GetRewardById(battleMonster.LoseReward); break; default: break; } if (reward != null) { //存奖励 mapPlayerData.AddedExp += reward.AddedExp; AddExp(mapPlayerData.PlayerData, reward.AddedExp); accountData.Diamonds += reward.Diamonds; mapPlayerData.PlayerData.Gold += reward.Gold; mapPlayerData.PlayerData.Food += reward.Food; if (reward.Cards.Count > 0) { mapPlayerData.Cards.Add(reward.Cards); } if (reward.Equips.Count > 0) { mapPlayerData.Equips.Add(reward.Equips); } if (reward.Items.Count > 0) { mapPlayerData.Items.Add(reward.Items); } if (reward.Buffs.Count > 0) { mapPlayerData.Buffs.Add(reward.Items); } for (int i = 0; i < reward.Cards.Count; i++) { if (reward.CardTemps[i] == 1) { mapPlayerData.RewardCards.Add(reward.Cards[i]); } } for (int i = 0; i < reward.Items.Count; i++) { if (reward.ItemTemps[i] == 1) { mapPlayerData.RewardItems.Add(reward.Items[i]); } } SaveData(ACCOUNT_DATA_KEY, accountData); SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCMapGetReward, reward); } GCExitBattle exitBattle = new GCExitBattle(); exitBattle.MonsterId = data.MonsterId; exitBattle.Reason = data.Reason; SendToClient(MessageId_Receive.GCExitBattle, exitBattle); GCUpdateMapPlayerData updateMapPlayerData = new GCUpdateMapPlayerData(); updateMapPlayerData.MapPlayerData = mapPlayerData; updateMapPlayerData.PlayerId = mapPlayerData.PlayerData.PlayerId; SendToClient(MessageId_Receive.GCUpdateMapPlayerData, updateMapPlayerData); }