示例#1
0
    //这个只会在初始化调用 server需要手动调用。 但是客户端之后播放录像的时候调用初始化。
    protected void initMap()
    {
        //这两个参数需要后端自己赋值。 先临时这么写一下。
        if (FightMain.instance.mode == ConfigConstant.MODE_CHAOS || FightMain.instance.mode == ConfigConstant.MODE_TEST_CHAOS)
        {
            FightMain.instance.mapId = "map01";
        }
        else
        {
            FightMain.instance.mapId = "map02";
        }
        this.mapData             = new MapData(FightMain.instance.mapId, FightMain.instance.mode);
        this._delayCalls         = new MultiAction(this);
        this.birthBeanController = new BirthBeanController(this);
        this.birthBeanController.init();
        //Biggo添加
        //if (FightMain.isLocal)
        this.aiController = new AIController(this);



        //警告之后地图里的要加速。
        this.warnning   = this.addDelayCall((this.mapData.fightTime - this.mapData.finalTime) * 1000, this.warningTimeHandler, ConfigConstant.MAP_CALL_BACK_WARNING);
        this.birthGrids = new BirthGridManager(this);
        this.findEntity = new FindEntityManager(this);
        this.createBarrier();
        this.birthGrids.createBirthGrids();
        //这一步如果有萝卜 就创建萝卜。
        this.refereeController = new RefereeController(this);
        this.refereeController.init();
        this.createPlayers();
        FightMain.isTest = true;
        this.createBean();
        this.birthBeanController.removeWaitBean();
        //this.printGrid();
    }
示例#2
0
    protected virtual void setData(Dictionary <string, object> data)
    {
        this.mapData = new MapData(data["id"].ToString(), (int)(data["fightMode"]));
        if (data.ContainsKey("playerInitData"))
        {
            this.mapData.playerInitData = new List <object>((object[])data["playerInitData"]);
        }
        this.birthGrids = new BirthGridManager(this);
        this.findEntity = new FindEntityManager(this);
        //TODO:写在这里 容易对比。 后端不用抄setData的方法。
        List <Dictionary <string, object> > netObjectDatas = new List <object>((object[])data["entitys"]).ConvertAll <Dictionary <string, object> >((object obj) => {
            return((Dictionary <string, object>)obj);
        });

        netObjectDatas.Sort((Dictionary <string, object> obj1, Dictionary <string, object> obj2) => {
            return((int)(obj1["type"]) - (int)(obj2["type"]));
        });

        Dictionary <int, INetObject> netObjects = this._netObjects;

        this._netObjects = new Dictionary <int, INetObject>();


        //先生成出netObject
        for (int i = 0, len = netObjectDatas.Count; i < len; i++)
        {
            int        netId = (int)(netObjectDatas[i]["netId"]);
            INetObject obj   = netObjects.ContainsKey(netId) ? netObjects[netId] : null;
            int        type  = (int)(netObjectDatas[i]["type"]);
            if (null != obj && obj.type != type)
            {
                throw new Exception("初始化类型不对!");
            }
            if (null == obj)
            {
                NetObjectFactory.createNetObject(type, this, netId);
            }
            else
            {
                netObjects.Remove(netId);
                this.addNetObject(obj);
            }
        }

        //netObject已经被移除掉了。 此时如果再有就说明恢复过程中有被删除的。这里手动的把它们删除掉!
        foreach (INetObject obj in netObjects.Values)
        {
            Utils.clearObject(obj);
        }


        this.netId          = (int)(data["netId"]);
        this.random.seed    = long.Parse((data["randomSeed"]).ToString());
        this.random.seedNum = (int)(data["randomSeedNum"]);
        this._delayCalls    = (MultiAction)this.getNetObject((int)(data["delayCalls"]));
        this.speedRate      = Convert.ToSingle(data["speedRate"]);
        this.powerGain      = (int)(data["powerGain"]);
        this.killPlayerNum  = (int)(data["killPlayerNum"]);
        if (data.ContainsKey("warnning"))
        {
            this.warnning          = (TimeAction)this.getNetObject((int)(data["warnning"]));
            this.warnning.callBack = this.warningTimeHandler;
        }
        else
        {
            this.warningTimeHandler();
        }
        this.birthBeanController = (BirthBeanController)this.getNetObject((int)(data["birthBeanController"]));
        this.refereeController   = (RefereeController)this.getNetObject((int)(data["refereeController"]));

        this.beans = new List <object>((object[])data["beans"]).ConvertAll <LoopBeanEntity>((object netId) => {
            return((LoopBeanEntity)this.getNetObject((int)(netId)));
        });
        this.persons = new List <object>((object[])data["persons"]).ConvertAll <PersonEntity>((object netId) => {
            return((PersonEntity)this.getNetObject((int)(netId)));
        });
        this.players = new List <object>((object[])data["players"]).ConvertAll <PlayerEntity>((object netId) => {
            return((PlayerEntity)this.getNetObject((int)(netId)));
        });

        this.bullets = new List <object>((object[])data["bullets"]).ConvertAll <BulletEntity>((object netId) => {
            return((BulletEntity)this.getNetObject((int)(netId)));
        });
        this.others = new List <object>((object[])data["others"]).ConvertAll <FightEntity>((object netId) => {
            return((FightEntity)this.getNetObject((int)(netId)));
        });


        //按照type顺序 进行初始化。 优先级 gemo->buff->actionBase->actionCommon->action->entity
        for (int i = 0, len = netObjectDatas.Count; i < len; i++)
        {
            int netId = (int)(netObjectDatas[i]["netId"]);
            this.getNetObject(netId).setData(netObjectDatas[i]);
        }
        this.birthGrids.createBirthGrids();
        ((ClientRunTime)this).localPlayer = (ClientPlayerEntity)this.getPlayer(((ClientRunTime)this).uid);
        //for(int i = 0, len = this.players.Count; i < len; i++) {
        //    ( (ClientPlayerEntity)this.players[i] ).build();
        //}

        //Biggo添加
        if (FightMain.isLocal)
        {
            this.aiController = new AIController(this);
        }


        for (int i = 0, len = this.players.Count; i < len; i++)
        {
            if (this.players[i] != ((ClientRunTime)this).localPlayer)
            {
                this.aiController.openAI(this.players[i], 1);
            }
        }
    }