/// <summary> /// 0结束 ///1下一个 ///2选择 ///3进入战斗 ///4回血 ///5回魔 ///6回粮食 ///7进入商店 ///8打开宝箱 /// </summary> void ApplyDialogAction(int index, int action, int param, int param2, int next) { Debug.Log(index + " action=" + action + "[" + param + "," + param2 + "] ->" + next); switch (action) { case 0: //结束 Game.UI.CloseForm(this); break; case 1: //下一个2选择 StartDialog(next); break; case 2: //选择 StartSelect(index + 1, param); break; case 9: //下一层 MapMgr.Instance.NextMapLayer(); break; default: if (action > 2) { CGMapApplyEffect mapApplyEffect = new CGMapApplyEffect(); mapApplyEffect.PlayerId = MapMgr.Instance.MyMapPlayer.Data.Id; mapApplyEffect.Action = action; //使用外部参数 if (param == -1) { MapCardTableSetting mapCardTable = MapCardTableSettings.Get(mapCardId); if (mapCardTable == null) { mapApplyEffect.Param = param; } else { mapApplyEffect.Param = mapCardTable.DataId; } } else { mapApplyEffect.Param = param; } mapApplyEffect.Param2 = param2; mapApplyEffect.MapCardId = mapCardId; Game.NetworkManager.SendToLobby(MessageId_Send.CGMapApplyEffect, mapApplyEffect); waitingNext = next; } break; } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); CGMapApplyEffect data = packet as CGMapApplyEffect; //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); PBPlayerData playerData = GetSavedData <PBPlayerData>(PLAYER_DATA_KEY); PBPlayerDetailData playerDetailData = GetSavedData <PBPlayerDetailData>(PLAYER_DETAIL_DATA_KEY); GCMapApplyEffect applyEffect = new GCMapApplyEffect(); applyEffect.PlayerId = playerData.PlayerId; if (data.PlayerId != playerData.PlayerId) { applyEffect.Result = 1; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); return; } switch (data.Action) { //0结束 case 0: break; //1下一个 case 1: break; //2选择 case 2: break; //3进入战斗 case 3: GCEnterBattle enterBattle = new GCEnterBattle(); enterBattle.MonsterId = data.Param; SendToClient(MessageId_Receive.GCEnterBattle, enterBattle); break; //4回血 case 4: mapPlayerData.PlayerData.Hp = System.Math.Min(mapPlayerData.PlayerData.Hp + data.Param, mapPlayerData.PlayerData.MaxHp); GCUpdateMapPlayerData hpUpdate = new GCUpdateMapPlayerData(); hpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; hpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, hpUpdate); break; //5回魔 case 5: mapPlayerData.PlayerData.Mp = System.Math.Min(mapPlayerData.PlayerData.Mp + data.Param, mapPlayerData.PlayerData.MaxMp); GCUpdateMapPlayerData mpUpdate = new GCUpdateMapPlayerData(); mpUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; mpUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, mpUpdate); break; //6回粮食 case 6: mapPlayerData.PlayerData.Food = System.Math.Min(mapPlayerData.PlayerData.Food + data.Param, mapPlayerData.PlayerData.MaxFood); GCUpdateMapPlayerData foodUpdate = new GCUpdateMapPlayerData(); foodUpdate.PlayerId = mapPlayerData.PlayerData.PlayerId; foodUpdate.MapPlayerData = mapPlayerData; SaveData(MAP_PLAYER_DATA_KEY, mapPlayerData); SendToClient(MessageId_Receive.GCUpdateMapPlayerData, foodUpdate); break; //7进入商店 case 7: GCMapEnterShop mapEnterShop = new GCMapEnterShop(); mapEnterShop.Result = 0; mapEnterShop.ShopId = data.Param; SendToClient(MessageId_Receive.GCMapEnterShop, mapEnterShop); break; //8打开宝箱 case 8: GCMapOpenBox openBox = new GCMapOpenBox(); openBox.Result = 0; openBox.BoxId = data.Param; SendToClient(MessageId_Receive.GCMapOpenBox, openBox); BoxTableSetting boxTable = BoxTableSettings.Get(data.Param); //switch (boxTable.RewardId) //{ // default: // break; //} break; //9进入下一层 case 9: break; default: break; } applyEffect.Result = 0; SendToClient(MessageId_Receive.GCMapApplyEffect, applyEffect); }