Пример #1
0
 public void OnInitializeCompleted()
 {
     _logger.Info("Server Room Initialize Completed");
     _state = RoomState.Running;
     _rule.GameStart(_contexts);
     _contexts.session.commonSession.SessionMode = ModeUtil.CreateSharedPlayerMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId);
     DebugUtil.LogInUnity("Server Room Initialize Completed");
 }
Пример #2
0
 public void Handle(INetworkChannel networkChannel, int messageType, object messageBody)
 {
     _logger.InfoFormat("Handle:{0}", messageBody);
     switch (messageType)
     {
     case (int)EServer2ClientMessage.SceneInfo:
         LoginSuccMessage msg = (LoginSuccMessage)messageBody;
         _contexts.session.clientSessionObjects.GameRule = msg.GameRule;
         _contexts.session.commonSession.RoomInfo.FromLoginSuccMsg(msg);
         _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId);
         _sessionState.FullfillExitCondition(typeof(RequestSceneInfoSystem));
         break;
     }
 }
Пример #3
0
        public void Initialize()
        {
            if (SharedConfig.IsOffline)
            {
                ArtModule.ArtModule.Initialize(SingletonManager.Get <ClientFileSystemConfigManager>().BootConfig);

                _contexts.session.clientSessionObjects.GameRule = GameRules.Offline;

                _contexts.session.commonSession.RoomInfo.MapId = SingletonManager.Get <ClientFileSystemConfigManager>().BootConfig.MapId;

                _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, SharedConfig.ModeId);

                _sessionState.FullfillExitCondition(typeof(RequestSceneInfoSystem));
            }
        }
Пример #4
0
        public void OnInitializeCompleted()
        {
            logger.Info("Server Room Initialize Completed");
            state = RoomState.Running;
            rule.GameStart(ContextsWrapper.contexts);
            ContextsWrapper.SessionMode =
                ModeUtil.CreateSharedPlayerMode(ContextsWrapper.contexts,
                                                ContextsWrapper.RoomInfo.ModeId);
            DebugUtil.InitShootArchiveS(ContextsWrapper.RoomInfo.RoomDisplayId);
            FreeMapPosition.Init(ContextsWrapper.contexts);
            DebugUtil.LogInUnity("Server Room Initialize Completed");

            if (channelToPlayer.Count == 0)
            {
                /*GameOver(true);*/
            }
        }
Пример #5
0
        public override void DrawPerJDZMLine(DrawingElement.LJJSPoint ptstart, JDStruc jdStruc)
        {
            LJJSPoint tmpptstart       = ptstart;
            double    tmplineroadwidth = _lineroadwidth;

            if (_lineRoadModel.ZmLineSpace < Math.Abs(jdStruc.JDBottom - jdStruc.JDtop))
            {
                int              minZhengMiPtJs = ModeUtil.GetMinBeiShu(jdStruc.JDtop, _lineRoadModel.ZmLineSpace);
                LJJSPoint        minZhengMiPt   = ZuoBiaoOper.GetJSZuoBiaoPt(tmpptstart, minZhengMiPtJs, jdStruc.JDtop, FrameDesign.ValueCoordinate);
                List <LJJSPoint> dengfenptarr   = ZuoBiaoOper.GetZongXiangDengFenPtArr(minZhengMiPt, -1, jdStruc.JDHeight - Math.Abs(minZhengMiPt.YValue - tmpptstart.YValue), _ZMLdengfenspace);
                dengfenptarr.Add(minZhengMiPt);
                foreach (LJJSPoint pt in dengfenptarr)
                {
                    Line.BuildHorToRightBlackSolidLine(pt, _lineRoadModel.LineRoadWidth, _lineRoadModel.ZhengMiLineWidth, "");
                }
            }
        }
Пример #6
0
        public void Handle(INetworkChannel networkChannel, int messageType, object messageBody)
        {
            if (messageType == (int)EServer2ClientMessage.LoginSucc)
            {
                LoginSuccMessage msg = (LoginSuccMessage)messageBody;

                _contexts.session.clientSessionObjects.GameRule = msg.GameRule;
                _contexts.session.commonSession.RoomInfo.FromLoginSuccMsg(msg);
                _contexts.session.commonSession.SessionMode = ModeUtil.CreateClientMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId);
                //_contexts.session.commonSession.WeaponModeLogic =  ClientGameModeLogicFactoryManager.GetModeLogicFactory(_contexts, _contexts.session.commonSession.RoomInfo.ModeId).CreateWeaponModeLogic();

                _loginSuccReceived = true;
            }
            if (_loginSuccReceived)
            {
                _sessionState.FullfillExitCondition(typeof(RequestRoomInfoSystem));
            }
        }