示例#1
0
 /// <summary>
 /// 神兽设置到该格子坐标上
 /// </summary>
 /// <param name="unBeastId"></param>
 /// <param name="oPos"></param>
 /// <returns></returns>
 public bool RoleSetToInitialPos(long unBeastId, CVector3 oPos)
 {
     if (!this.m_oMapData.HasMapNode(oPos.m_nX, oPos.m_nY))
     {
         this.logger.Error(string.Format("HasMapNode(oPos) == false:{0}", oPos.ToString()));
     }
     if (this.m_oMapData.GetMapNode(oPos.m_nX, oPos.m_nY) == null)
     {
         return(false);
     }
     //判断这个格子上是否已经有神兽了
     if (this.IsPosStandByAnyRole(oPos))
     {
         this.logger.Error(string.Format("IsPosStandByAnyRole(oPos):{0}", oPos.ToString()));
         return(false);
     }
     //如果神兽格子上不存在改神兽,就吧该神兽加到该字典
     if (!this.m_oDicRolesPos.ContainsKey(unBeastId))
     {
         this.m_oDicRolesPos.Add(unBeastId, new CVector3(oPos));
         this.m_oTablePathNodes[oPos.m_nX][oPos.m_nY].m_bCanWalk = false;
         this.m_oTablePathNodes[oPos.m_nX][oPos.m_nY].m_BeastID  = unBeastId;
         return(true);
     }
     this.logger.Error(string.Format("m_oDicRolesPos.ContainsnIndexX(unHeroId) == false:{0}", unBeastId));
     return(false);
 }
    /// <summary>
    /// 发送神兽请求移动到某个位置
    /// </summary>
    /// <param name="vecTargetPos"></param>
    public void SendBeastMoveReq(CVector3 vecTargetPos)
    {
        CPtcC2MReq_Move msg = new CPtcC2MReq_Move();

        msg.beastId = Singleton <BeastRole> .singleton.Id;
        msg.desPos  = vecTargetPos;
        this.SendMsg(msg);
        this.m_log.Debug("SendMoveReq:" + vecTargetPos.ToString());
    }
示例#3
0
    public void GetAdjacentNodes(CVector3 oSrc, ref List <CVector3> oFindedNodes)
    {
        if (!this.m_oTablePathNodes.ContainsKey(oSrc.m_nX) || !this.m_oTablePathNodes[oSrc.m_nX].ContainsKey(oSrc.m_nY))
        {
            this.logger.Fatal(string.Format("GetAdjacentNodes:oSrc({0}) is not exist:", oSrc.ToString()));
            return;
        }
        PathNode mapNode = this.m_oTablePathNodes[oSrc.m_nX][oSrc.m_nY];

        for (int i = 0; i < 6; i++)
        {
            PathNode nearNode = mapNode.m_listNextNode[i];
            if (nearNode != null && nearNode.m_bCanWalk)
            {
                CVector3 cVector = new CVector3();
                cVector.m_nX = nearNode.nIndexX;
                cVector.m_nY = nearNode.nIndexY;
                cVector.m_nU = nearNode.nIndexU;
                if (!oFindedNodes.Contains(cVector))
                {
                    oFindedNodes.Add(cVector);
                }
            }
        }
    }