示例#1
0
    internal static void OnCreateSceneRole(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(CreateSceneRole)))
        {
            return;
        }
        CreateSceneRole createSceneRole = cmd as CreateSceneRole;

        //
        RoleDatabase roleDatabase = RoleTable.instance[createSceneRole.modelId];

        if (roleDatabase == null)
        {
            Debug.LogError("未找到角色模型: " + createSceneRole.modelId);
        }
        //创建角色模型
        var  roleObj = ResourcesManager.instance.GetInstance(roleDatabase.modelPath);
        Role role;

        //判断是否时主角
        if (RoleMgr.instance._mainRoleThisId == createSceneRole.thisId)
        {
            //主角
            instance._mainRole = roleObj.AddComponent <MainRole>();
            role = instance._mainRole;
            SceneMgr.instance.mainCameraControl.target = role.transform;
        }
        else
        {
            role = roleObj.AddComponent <Role>();
        }
        role.Init(createSceneRole, roleDatabase);

        RoleMgr.instance.allRole[createSceneRole.thisId] = role;
    }
示例#2
0
    internal static void OnMainRoleThisid(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(MainRoleThisIdCmd)))
        {
            return;
        }
        MainRoleThisIdCmd thisIdCmd = cmd as MainRoleThisIdCmd;

        RoleMgr.instance._mainRoleThisId = thisIdCmd.thisId;
    }
示例#3
0
    internal static void OnJumpMap(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(JumpTo)))
        {
            return;
        }
        JumpTo jumpToCmd = cmd as JumpTo;

        //验证坐标信息
        //跳地图
        EnterMap(Server.instance.curPlayer.curRole, jumpToCmd.id);
    }
示例#4
0
    internal static void OnEnterMap(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(EnterMapCmd)))
        {
            return;
        }
        EnterMapCmd enterMapCmd = cmd as EnterMapCmd;

        // 跳转地图时,要重置RoleMgr、摇杆事件/摇杆状态、场景触摸事件、UI事件
        Reset();

        //enterMapCmd.mapId
        SceneMgr.instance.loadScene(enterMapCmd.mapId);
    }
示例#5
0
    internal static void OncreateSceneNpc(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(CreateSceneNpc)))
        {
            return;
        }
        CreateSceneNpc createNpc = cmd as CreateSceneNpc;
        //
        var npcDatabase = NpcTable.instance[createNpc.modelId];
        var npcObj      = ResourcesManager.instance.GetInstance(NpcTable.instance[createNpc.modelId].modelPath);

        var npc = npcObj.AddComponent <Npc>();

        npc.Init(createNpc, npcDatabase);

        NpcMgr.instance.allNpc[npc.ThisId] = npc;
    }
示例#6
0
    public static void OnLogin(Cmd cmd)
    {
        Debug.Log("分发LoginCmd成功!");
        //cmd的类型必须是LoginCmd
        if (!Net.CheckCmd(cmd, typeof(LoginCmd)))
        {
            return;
        }
        //验证账号密码

        //找到玩家的存档
        var playerData = Server.instance.DB.GetUserData(1);

        if (playerData == null)
        {
            playerData = new Player();
            //分配thisid;
            playerData.thisId = 1;
            Server.instance.DB.SavePlayerData(playerData);
        }
        Server.instance.curPlayer = playerData;
        var player = Server.instance.curPlayer;
        //向客户端发送玩家的已创建的角色列表
        RoleListCmd roleListCmd = new RoleListCmd();

        //roleListCmd.allRole = player.allRole.GetRange(0, player.allRole.Count);
        //深拷贝
        foreach (var role in player.allRole)
        {
            var roleInfo = new SelectRoleInfo()
            {
                name = role.name, modelId = role.modelId
            };
            roleListCmd.allRole.Add(roleInfo);
        }
        Server.instance.SendCmd(roleListCmd);
    }
示例#7
0
    internal static void OnRoleList(Cmd cmd)
    {
        //cmd的类型必须是RoleListCmd
        if (!Net.CheckCmd(cmd, typeof(RoleListCmd)))
        {
            return;
        }
        RoleListCmd roleListCmd = cmd as RoleListCmd;


        UserData.instance.allRole = roleListCmd.allRole;

        if (roleListCmd.allRole.Count > 0)
        {
            //选人界面
            //SceneManager.LoadScene("SelectRole");
            UIManager.instance.Repalce("UIPrefabs/SelectRole/SelectRole", UILayer.Normal);
        }
        else
        {
            //创建角色界面
            SceneManager.LoadScene("CreateRole");
        }
    }
示例#8
0
    internal static void OnSelectRole(Cmd cmd)
    {
        if (!Net.CheckCmd(cmd, typeof(SelectRoleCmd)))
        {
            return;
        }
        SelectRoleCmd selectRoleCmd = cmd as SelectRoleCmd;

        var curPlayer = Server.instance.curPlayer;

        var curRole = Server.instance.curPlayer.allRole[selectRoleCmd.index];

        curPlayer.curRole = curRole;
        var roleTableData = RoleTable.instance[curRole.modelId];

        curRole.name    = roleTableData.name;
        curRole.hp      = roleTableData.hp;
        curRole.attack  = roleTableData.attack;
        curRole.defence = roleTableData.defence;

        //告诉客户端,场景编号
        //分配ThisId
        var thisId = RoleServer.getNewThisId();

        curPlayer.curRole.thisID = thisId;
        //告诉客户端主角的Thisid
        MainRoleThisIdCmd thisIdCmd = new MainRoleThisIdCmd()
        {
            thisId = thisId
        };

        Server.instance.SendCmd(thisIdCmd);

        //进入场景(原来的函数是没有MapId,或许这部分的代码应该另写)
        EnterMap(curRole, 1);
    }