public void Execute() { if (m_room.Game == null && m_server != null) { m_room.BattleServer = null; m_room.IsPlaying = false; m_room.SendCancelPickUp(); RoomMgr.WaitingRoom.SendUpdateRoom(m_room); } }
public void Execute() { if (m_room.CanStart()) { List <GamePlayer> players = m_room.GetPlayers(); if (m_room.RoomType == eRoomType.Freedom) { List <IGamePlayer> red = new List <IGamePlayer>(); List <IGamePlayer> blue = new List <IGamePlayer>(); foreach (GamePlayer p in players) { if (p != null) { if (p.CurrentRoomTeam == 1) { red.Add(p); } else { blue.Add(p); } } } BaseGame game = GameMgr.StartPVPGame(m_room.RoomId, red, blue, m_room.MapId, m_room.RoomType, m_room.GameType, m_room.TimeMode); StartGame(game); } else if (m_room.RoomType == eRoomType.Exploration || m_room.RoomType == eRoomType.Boss || m_room.RoomType == eRoomType.Treasure) { List <IGamePlayer> matchPlayers = new List <IGamePlayer>(); foreach (GamePlayer p in players) { if (p != null) { matchPlayers.Add(p); } } //更新房间的时间类型 UpdatePveRoomTimeMode(); BaseGame game = GameMgr.StartPVEGame(m_room.RoomId, matchPlayers, m_room.MapId, m_room.RoomType, m_room.GameType, m_room.TimeMode, m_room.HardLevel, m_room.LevelLimits); StartGame(game); } else if (m_room.RoomType == eRoomType.Match) { m_room.UpdateAvgLevel(); // m_room.GameType = eGameType.Guild; BattleServer server = BattleMgr.AddRoom(m_room); if (server != null) { m_room.BattleServer = server; m_room.IsPlaying = true; m_room.SendStartPickUp(); } else { GSPacketIn pkg = m_room.Host.Out.SendMessage(eMessageType.ChatERROR, "没有可用的战场服务器!"); m_room.SendToAll(pkg, m_room.Host); m_room.SendCancelPickUp(); } } RoomMgr.WaitingRoom.SendUpdateRoom(m_room); } }