/// <summary> /// 场景切换 /// </summary> public static void SendEnterScene(uint scene_type) { if (!CheckLogin()) { return; } c2ss.EnterScene msg = PacketPools.Get(c2ss.msg.ENTER_SCENE) as c2ss.EnterScene; msg.scene_type = scene_type; ClientNetManager.Instance.Send(msg); }
/// <summary> /// 进入场景 /// </summary> private void OnEnterScene(PacketBase packet) { c2ss.EnterScene msg = packet as c2ss.EnterScene; Player player = UnitManager.Instance.GetPlayerByClientUID(msg.client_uid); if (player == null) { Log.Debug("OnEnterScene 未找到unit:" + msg.client_uid.srv_uid + ", " + msg.client_uid.conn_idx); return; } uint scene_idx = 0; if (msg.scene_type == 0) { //进入游戏后的第一个消息:告诉client需要进入的场景id scene_idx = player.scene_type_idx; //上次所在场景 } else { //相同场景跳转,直接返回 if (msg.scene_type == player.scene_type_idx) { return; } scene_idx = msg.scene_type; } //判断场景是否有效 if (!SceneID.IsValidScene(scene_idx)) { return; } //加入场景 BaseScene scene = SceneManager.Instance.CreateScene(scene_idx); if (scene != null) { //先从旧的场景移除 BaseScene old_scene = SceneManager.Instance.GetScene(player.scene_obj_idx); if (old_scene != null) { old_scene.RemoveUnit(player); } //再加入新的场景 scene.AddUnit(player); player.unit_attr.SetAttribInteger(eUnitModType.UMT_scene_type, scene_idx); } else { Log.Warning("加入场景失败:" + scene_idx); return; } //告诉client ss2c.EnterScene rep_msg = PacketPools.Get(ss2c.msg.ENTER_SCENE) as ss2c.EnterScene; rep_msg.scene_type = scene_idx; rep_msg.scene_instance_id = 1; rep_msg.pos.Set(player.pos_x, player.pos_y);//TODO:获取场景出生点 rep_msg.dir = eDirection.NONE; ServerNetManager.Instance.SendProxy(msg.client_uid, rep_msg, false); }