Пример #1
0
    public override void onSecond(int delay)
    {
        base.onSecond(delay);

        LongObjectMap <PlayerApplyRoleGroupSelfData> applyDic = _d.applyDic;

        if (applyDic != null && !applyDic.isEmpty())
        {
            long now = me.getTimeMillis();

            foreach (PlayerApplyRoleGroupSelfData v in applyDic)
            {
                if (v.disableTime > 0 && now > v.disableTime)
                {
                    applyDic.remove(v.data.groupID);
                }
            }
        }

        if (!_roleGroupDic.isEmpty())
        {
            foreach (PlayerRoleGroup v in _roleGroupDic)
            {
                v.onSecond(delay);
            }
        }
    }
Пример #2
0
    public override void dispose()
    {
        base.dispose();

        foreach (PlayerRoleGroup v in _roleGroupDic)
        {
            v.dispose();
            _roleGroupDic.remove(v.groupID);
        }

        _onlyOne = null;
    }
Пример #3
0
    /** 执行移除角色 */
    public void toRemoveRole(Role role)
    {
        long playerID = role.playerID;

        // SceneRoleData data=role.getData();

        onRemoveRole(role);

        role.enabled = false;

        role.dispose();
        _roleDic.remove(playerID);

        //回收
        GameC.pool.rolePool.back(role);
    }
Пример #4
0
    /** 删除单位 */
    public void removeUnit(int instanceID)
    {
        Unit unit = _units.get(instanceID);

        if (unit == null)
        {
            if (ShineSetting.openCheck)
            {
                Ctrl.throwError("单位不存在:" + instanceID);
            }

            return;
        }

        UnitSimpleData sData = _bindVisionUnits.get(instanceID);

        if (sData != null)
        {
            unit.makeSimpleUnitData(sData);
        }

        //场景移除单位
        onRemoveUnit(unit);
        //预移除
        unit.preRemove();
        //没有aoi

        //标记
        unit.enabled = false;
        //析构
        unit.dispose();
        //字典移除
        _units.remove(instanceID);

        bool canFight = unit.canFight() && !isSimple();

        if (canFight)
        {
            _fightUnits.remove(instanceID);
        }

        UnitData data = unit.getUnitData();

        if (unit.isCharacter())
        {
            CharacterIdentityData iData = (CharacterIdentityData)data.identity;

            if (_config.instanceType == SceneInstanceType.FiniteBattleWithFrameSync)
            {
                _charactersByIndex.remove(iData.syncIndex);
            }

            _characters.remove(iData.playerID);
        }

        unit.setScene(null);

        //双解绑
        if (canFight)
        {
            data.fightDataLogic.setUnit(null);
        }

        unit.setUnitData(null);

        if (canFight && isNeedReleaseFightDataLogic(unit))
        {
            //清空数据
            data.fightDataLogic.clear();

            //析构数据逻辑
            data.fightDataLogic.setData(null, null);
            GameC.pool.releaseUnitFightDataLogic(data.fightDataLogic);
            data.fightDataLogic = null;
        }

        if (isNeedReleaseUnit(unit))
        {
            GameC.pool.releaseUnit(unit);
        }
    }
Пример #5
0
 /// <summary>
 /// 移除角色社交数据
 /// </summary>
 public void removePlayerRoleSocial(long playerID)
 {
     _roleSocialDic.remove(playerID);
 }