示例#1
0
 public void SetItemData(int index, ItemDataInfo info)
 {
     if (index >= 0 && index < c_PackageCapacity)
     {
         m_ItemData[index]  = info;
         m_EquipmentChanged = true;
     }
 }
示例#2
0
        public ItemDataInfo GetItemData(int index)
        {
            ItemDataInfo info = null;

            if (index >= 0 && index < c_PackageCapacity)
            {
                info = m_ItemData[index];
            }
            return(info);
        }
示例#3
0
        public int FindEmptyPos()
        {
            int pos = -1;

            for (int ix = 0; ix < c_PackageCapacity; ++ix)
            {
                ItemDataInfo info = m_ItemData[ix];
                if (null == info)
                {
                    pos = ix;
                    break;
                }
            }
            return(pos);
        }
示例#4
0
        public int FindItemPos(int itemId, int startIndex)
        {
            int pos = -1;

            if (startIndex >= 0 && startIndex < c_PackageCapacity)
            {
                for (int ix = startIndex; ix < c_PackageCapacity; ++ix)
                {
                    ItemDataInfo info = m_ItemData[ix];
                    if (null != info && info.ItemId == itemId)
                    {
                        pos = ix;
                        break;
                    }
                }
            }
            return(pos);
        }
示例#5
0
        public static void RefixAttrByEquipment(CharacterInfo obj)
        {
            //装备不会有百分比属性加成,所以不需要考虑当前值
            //计算武器影响
            int index = obj.GetShootStateInfo().CurrentWeaponIndex;

            if (index >= 0 && index < EquipmentInfo.c_MaxWeaponNum)
            {
                EquipmentDataInfo info = obj.GetEquipmentStateInfo().EquipmentInfo.Weapons[index];
                if (null != info)
                {
                    obj.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, info.GetAddSpd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpMax(Operate_Type.OT_Relative, (int)info.GetAddHpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyMax(Operate_Type.OT_Relative, (int)info.GetAddNpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreMax(Operate_Type.OT_Relative, (int)info.GetAddEpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrgMax(Operate_Type.OT_Relative, (int)info.GetAddCrgMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpRecover(Operate_Type.OT_Relative, info.GetAddHpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyRecover(Operate_Type.OT_Relative, info.GetAddNpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreRecover(Operate_Type.OT_Relative, info.GetAddEpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, (int)info.GetAddAd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, (int)info.GetAddDp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCritical(Operate_Type.OT_Relative, info.GetAddCri(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, info.GetAddPow(0, obj.GetLevel()));
                    obj.GetActualProperty().SetArmorPenetration(Operate_Type.OT_Relative, info.GetAddAndp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyIntensity(Operate_Type.OT_Relative, info.GetAddAp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyArmor(Operate_Type.OT_Relative, info.GetAddTay(0, obj.GetLevel()));

                    obj.GetActualProperty().SetAttackRange(Operate_Type.OT_Relative, info.GetAddRange(0, obj.GetLevel()));
                    obj.GetActualProperty().SetRps(Operate_Type.OT_Relative, info.GetAddRps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrg(Operate_Type.OT_Relative, (int)info.GetAddCrg(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCht(Operate_Type.OT_Relative, info.GetAddCht(0, obj.GetLevel()));
                    obj.GetActualProperty().SetWdps(Operate_Type.OT_Relative, info.GetAddDps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDamRange(Operate_Type.OT_Relative, info.GetAddDamRange(0, obj.GetLevel()));
                }
            }
            //计算防弹衣与挂件的影响
            {
                EquipmentDataInfo info = obj.GetEquipmentStateInfo().EquipmentInfo.BodyArmor;
                if (null != info)
                {
                    obj.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, info.GetAddSpd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpMax(Operate_Type.OT_Relative, (int)info.GetAddHpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyMax(Operate_Type.OT_Relative, (int)info.GetAddNpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreMax(Operate_Type.OT_Relative, (int)info.GetAddEpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrgMax(Operate_Type.OT_Relative, (int)info.GetAddCrgMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpRecover(Operate_Type.OT_Relative, (int)info.GetAddHpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyRecover(Operate_Type.OT_Relative, info.GetAddNpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreRecover(Operate_Type.OT_Relative, info.GetAddEpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, (int)info.GetAddAd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, (int)info.GetAddDp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCritical(Operate_Type.OT_Relative, info.GetAddCri(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, info.GetAddPow(0, obj.GetLevel()));
                    obj.GetActualProperty().SetArmorPenetration(Operate_Type.OT_Relative, info.GetAddAndp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyIntensity(Operate_Type.OT_Relative, info.GetAddAp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyArmor(Operate_Type.OT_Relative, info.GetAddTay(0, obj.GetLevel()));

                    obj.GetActualProperty().SetAttackRange(Operate_Type.OT_Relative, info.GetAddRange(0, obj.GetLevel()));
                    obj.GetActualProperty().SetRps(Operate_Type.OT_Relative, info.GetAddRps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrg(Operate_Type.OT_Relative, (int)info.GetAddCrg(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCht(Operate_Type.OT_Relative, info.GetAddCht(0, obj.GetLevel()));
                    obj.GetActualProperty().SetWdps(Operate_Type.OT_Relative, info.GetAddDps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDamRange(Operate_Type.OT_Relative, info.GetAddDamRange(0, obj.GetLevel()));
                }
            }
            foreach (EquipmentDataInfo info in obj.GetEquipmentStateInfo().EquipmentInfo.Pendant)
            {
                if (null != info)
                {
                    obj.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, info.GetAddSpd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpMax(Operate_Type.OT_Relative, (int)info.GetAddHpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyMax(Operate_Type.OT_Relative, (int)info.GetAddNpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreMax(Operate_Type.OT_Relative, (int)info.GetAddEpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrgMax(Operate_Type.OT_Relative, (int)info.GetAddCrgMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpRecover(Operate_Type.OT_Relative, (int)info.GetAddHpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyRecover(Operate_Type.OT_Relative, info.GetAddNpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreRecover(Operate_Type.OT_Relative, info.GetAddEpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, (int)info.GetAddAd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, (int)info.GetAddDp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCritical(Operate_Type.OT_Relative, info.GetAddCri(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, info.GetAddPow(0, obj.GetLevel()));
                    obj.GetActualProperty().SetArmorPenetration(Operate_Type.OT_Relative, info.GetAddAndp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyIntensity(Operate_Type.OT_Relative, info.GetAddAp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyArmor(Operate_Type.OT_Relative, info.GetAddTay(0, obj.GetLevel()));

                    obj.GetActualProperty().SetAttackRange(Operate_Type.OT_Relative, info.GetAddRange(0, obj.GetLevel()));
                    obj.GetActualProperty().SetRps(Operate_Type.OT_Relative, info.GetAddRps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrg(Operate_Type.OT_Relative, (int)info.GetAddCrg(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCht(Operate_Type.OT_Relative, info.GetAddCht(0, obj.GetLevel()));
                    obj.GetActualProperty().SetWdps(Operate_Type.OT_Relative, info.GetAddDps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDamRange(Operate_Type.OT_Relative, info.GetAddDamRange(0, obj.GetLevel()));
                }
            }
            //计算pvp物品的影响
            for (int ix = 0; ix < EquipmentStateInfo.c_PackageCapacity; ++ix)
            {
                ItemDataInfo info = obj.GetEquipmentStateInfo().GetItemData(ix);
                if (null != info)
                {
                    obj.GetActualProperty().SetMoveSpeed(Operate_Type.OT_Relative, info.GetAddSpd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpMax(Operate_Type.OT_Relative, (int)info.GetAddHpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyMax(Operate_Type.OT_Relative, (int)info.GetAddNpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreMax(Operate_Type.OT_Relative, (int)info.GetAddEpMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrgMax(Operate_Type.OT_Relative, (int)info.GetAddCrgMax(0, obj.GetLevel()));
                    obj.GetActualProperty().SetHpRecover(Operate_Type.OT_Relative, info.GetAddHpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyRecover(Operate_Type.OT_Relative, info.GetAddNpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyCoreRecover(Operate_Type.OT_Relative, info.GetAddEpRecover(0, obj.GetLevel()));
                    obj.GetActualProperty().SetAttackBase(Operate_Type.OT_Relative, (int)info.GetAddAd(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDefenceBase(Operate_Type.OT_Relative, (int)info.GetAddDp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCritical(Operate_Type.OT_Relative, info.GetAddCri(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCriticalPow(Operate_Type.OT_Relative, info.GetAddPow(0, obj.GetLevel()));
                    obj.GetActualProperty().SetArmorPenetration(Operate_Type.OT_Relative, info.GetAddAndp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyIntensity(Operate_Type.OT_Relative, info.GetAddAp(0, obj.GetLevel()));
                    obj.GetActualProperty().SetEnergyArmor(Operate_Type.OT_Relative, info.GetAddTay(0, obj.GetLevel()));

                    obj.GetActualProperty().SetAttackRange(Operate_Type.OT_Relative, info.GetAddRange(0, obj.GetLevel()));
                    obj.GetActualProperty().SetRps(Operate_Type.OT_Relative, info.GetAddRps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCrg(Operate_Type.OT_Relative, (int)info.GetAddCrg(0, obj.GetLevel()));
                    obj.GetActualProperty().SetCht(Operate_Type.OT_Relative, info.GetAddCht(0, obj.GetLevel()));
                    obj.GetActualProperty().SetWdps(Operate_Type.OT_Relative, info.GetAddDps(0, obj.GetLevel()));
                    obj.GetActualProperty().SetDamRange(Operate_Type.OT_Relative, info.GetAddDamRange(0, obj.GetLevel()));
                }
            }
        }
示例#6
0
        //--------------------------------------
        private void HandleCreateBattleRoom(Msg_LR_CreateBattleRoom createRoomMsg, PBChannel channel, int handle, uint seq)
        {
            LogSys.Log(LOG_TYPE.DEBUG, "channel:{0}, seq:{1}", channel, seq);
            bool canContinue = true;

            //先检查是否玩家已经在room上。
            foreach (Msg_LR_RoomUserInfo rui in createRoomMsg.UsersList)
            {
                if (RoomPeerMgr.Instance.IsKeyExist(rui.Key))
                {
                    canContinue = false;
                    LogSys.Log(LOG_TYPE.WARN, "User is already in room. UserGuid:{0}, Key:{1}", rui.Guid, rui.Key);
                    break;
                }
            }
            if (!canContinue)
            {
                Msg_RL_ReplyCreateBattleRoom.Builder replyBuilder0 = Msg_RL_ReplyCreateBattleRoom.CreateBuilder();
                replyBuilder0.SetRoomId(createRoomMsg.RoomId);
                replyBuilder0.SetIsSuccess(false);
                channel.Send(replyBuilder0.Build());
                return;
            }
            List <User> users = new List <User>();

            foreach (Msg_LR_RoomUserInfo rui in createRoomMsg.UsersList)
            {
                User rsUser = user_pool_.NewUser();
                LogSys.Log(LOG_TYPE.INFO, "NewUser {0} for {1} {2}", rsUser.LocalID, rui.Guid, rui.Key);
                rsUser.Init();
                if (!rsUser.SetKey(rui.Key))
                {
                    LogSys.Log(LOG_TYPE.WARN, "user who's key is {0} already in room!", rui.Key);
                    LogSys.Log(LOG_TYPE.INFO, "FreeUser {0} for {1} {2}, [RoomManager.HandleCreateBattleRoom]", rsUser.LocalID, rui.Guid, rui.Key);
                    user_pool_.FreeUser(rsUser.LocalID);
                    continue;
                }
                rsUser.Guid             = rui.Guid;
                rsUser.Name             = rui.Nick;
                rsUser.HeroId           = rui.Hero;
                rsUser.CampId           = rui.Camp;
                rsUser.Level            = rui.Level;
                rsUser.ArgFightingScore = rui.ArgScore;
                if (rui.IsMachine == true)
                {
                    rsUser.UserControlState = (int)UserControlState.Ai;
                }
                else
                {
                    rsUser.UserControlState = (int)UserControlState.User;
                }
                //装备数据
                for (int index = 0; index < rui.ShopEquipmentsIdCount; ++index)
                {
                    rsUser.ShopEquipmentsId.Add(rui.GetShopEquipmentsId(index));
                }
                if (null != rsUser.Skill)
                {
                    rsUser.Skill.Clear();
                    for (int i = 0; i < rui.SkillsCount; i++)
                    {
                        SkillTransmitArg skill_arg = new SkillTransmitArg();
                        skill_arg.SkillId    = rui.SkillsList[i].SkillId;
                        skill_arg.SkillLevel = rui.SkillsList[i].SkillLevel;
                        rsUser.Skill.Add(skill_arg);
                    }
                    if (rui.HasPresetIndex)
                    {
                        rsUser.PresetIndex = rui.PresetIndex;
                    }
                }
                ///
                if (null != rsUser.Equip)
                {
                    rsUser.Equip.Clear();
                    for (int i = 0; i < rui.EquipsCount; i++)
                    {
                        ItemTransmitArg equip_arg = new ItemTransmitArg();
                        equip_arg.ItemId             = rui.EquipsList[i].EquipId;
                        equip_arg.ItemLevel          = rui.EquipsList[i].EquipLevel;
                        equip_arg.ItemRandomProperty = rui.EquipsList[i].EquipRandomProperty;
                        rsUser.Equip.Add(equip_arg);
                    }
                }
                ///
                if (null != rsUser.Legacy)
                {
                    rsUser.Legacy.Clear();
                    for (int i = 0; i < rui.LegacysCount; i++)
                    {
                        ItemTransmitArg legacy_arg = new ItemTransmitArg();
                        legacy_arg.ItemId             = rui.LegacysList[i].LegacyId;
                        legacy_arg.ItemLevel          = rui.LegacysList[i].LegacyLevel;
                        legacy_arg.ItemRandomProperty = rui.LegacysList[i].LegacyRandomProperty;
                        legacy_arg.IsUnlock           = rui.LegacysList[i].LegacyIsUnlock;
                        rsUser.Legacy.Add(legacy_arg);
                    }
                }
                ///
                if (null != rsUser.XSouls)
                {
                    rsUser.XSouls.GetAllXSoulPartData().Clear();
                    for (int i = 0; i < rui.XSoulsCount; i++)
                    {
                        ItemDataInfo item = new ItemDataInfo();
                        item.ItemId     = rui.XSoulsList[i].ItemId;
                        item.Level      = rui.XSoulsList[i].Level;
                        item.Experience = rui.XSoulsList[i].Experience;
                        ItemConfig configer = ItemConfigProvider.Instance.GetDataById(item.ItemId);
                        item.ItemConfig = configer;
                        if (configer != null)
                        {
                            XSoulPartInfo part_info = new XSoulPartInfo((XSoulPart)configer.m_WearParts, item);
                            part_info.ShowModelLevel = rui.XSoulsList[i].ModelLevel;
                            rsUser.XSouls.SetXSoulPartData((XSoulPart)configer.m_WearParts, part_info);
                        }
                    }
                }
                // partner
                if (null != rui.Partner)
                {
                    PartnerConfig partnerConfig = PartnerConfigProvider.Instance.GetDataById(rui.Partner.PartnerId);
                    if (null != partnerConfig)
                    {
                        PartnerInfo partnerInfo = new PartnerInfo(partnerConfig);
                        partnerInfo.CurAdditionLevel = rui.Partner.PartnerLevel;
                        partnerInfo.CurSkillStage    = rui.Partner.PartnerStage;
                        rsUser.Partner = partnerInfo;
                    }
                }
                users.Add(rsUser);
                LogSys.Log(LOG_TYPE.DEBUG, "enter room {0} scene {1} user info guid={2}, name={3}, key={4}, camp={5}", createRoomMsg.RoomId, createRoomMsg.SceneType, rui.Guid, rui.Nick, rui.Key, rui.Camp);
            }
            //临时测试人机机制

            /*
             * Data_SceneConfig sceneCfg = SceneConfigProvider.Instance.GetSceneConfigById(createRoomMsg.SceneType);
             * if (1 == createRoomMsg.UsersCount && null != sceneCfg && sceneCfg.m_Type == (int)SceneTypeEnum.TYPE_PVP) {
             * for (int i = 0; i < 9; ++i) {
             *  User rsUser = room_mgr_.NewUser();
             *  rsUser.Init();
             *  rsUser.SetKey(0xffffffff);
             *  rsUser.Guid = 0xffffffff;
             *  rsUser.Name = "Computer" + i;
             *  rsUser.HeroId = CrossEngineHelper.Random.Next(1, 3);
             *  rsUser.CampId = (i < 4 ? (int)CampIdEnum.Blue : (int)CampIdEnum.Red);
             *  rsUser.UserControlState = (int)UserControlState.Ai;
             *  users.Add(rsUser);
             *  LogSys.Log(LOG_TYPE.DEBUG, "Computer enter room");
             * }
             * }
             */
            bool ret = false;

            if (users.Count == 0)
            {
                LogSys.Log(LOG_TYPE.WARN, "no user enter room");
                ret = false;
            }
            else
            {
                ret = ActiveRoom(createRoomMsg.RoomId, createRoomMsg.SceneType, users.ToArray());
            }
            if (ret)
            {
                LogSys.Log(LOG_TYPE.DEBUG, "user enter room success.");
            }
            else
            {
                LogSys.Log(LOG_TYPE.DEBUG, "user enter room failed!");
            }
            Msg_RL_ReplyCreateBattleRoom.Builder replyBuilder = Msg_RL_ReplyCreateBattleRoom.CreateBuilder();
            replyBuilder.SetRoomId(createRoomMsg.RoomId);
            replyBuilder.SetIsSuccess(ret);
            channel.Send(replyBuilder.Build());
        }
示例#7
0
        internal bool AddNewUser(User newUser)
        {
            foreach (User us in room_users_)
            {
                if (us != null && us.Guid == newUser.Guid)
                {
                    //当前玩家已在游戏房间内
                    LogSys.Log(LOG_TYPE.DEBUG, "Add user success: User already in the room! RoomID:{0}, Guid:{1}, OldUser[{2}]({3}) NewUser[{4}]({5}) ",
                               cur_room_id_, us.Guid, us.LocalID, us.GetKey(), newUser.LocalID, newUser.GetKey());
                    LogSys.Log(LOG_TYPE.INFO, "FreeUser {0} for {1} {2}, [Room.AddNewUser]", newUser.LocalID, newUser.Guid, newUser.GetKey());
                    user_pool_.FreeUser(newUser.LocalID);
                    return(true);
                }
            }
            can_close_time_       = 0;
            newUser.EnterRoomTime = TimeUtility.GetServerMilliseconds();
            newUser.OwnRoom       = this;
            newUser.RegisterObservers(room_observers_);
            newUser.Info = m_UserMgr.AddUser(newUser.HeroId);
            newUser.Info.SetUnitId(GlobalVariables.GetUnitIdByCampId(newUser.CampId));
            newUser.Info.SetCampId(newUser.CampId);
            newUser.Info.SetLevel(newUser.Level);
            if ((int)UserControlState.Ai == newUser.UserControlState)
            {
                newUser.Info.GetAiStateInfo().AiLogic = (int)AiStateLogicId.PvpUser_General;
                newUser.IsEntered = true;
            }
            if (m_ActiveScene >= 0 && m_Scenes.Count > m_ActiveScene)
            {
                Scene scene = m_Scenes[m_ActiveScene];
                scene.EnterScene(newUser.Info);
                if ((int)UserControlState.Ai == newUser.UserControlState)
                {
                    Data_Unit unit = scene.MapData.ExtractData(DataMap_Type.DT_Unit, newUser.Info.GetUnitId()) as Data_Unit;
                    if (null != unit)
                    {
                        newUser.Info.GetMovementStateInfo().SetPosition(unit.m_Pos);
                        newUser.Info.GetMovementStateInfo().SetFaceDir(unit.m_RotAngle);
                    }
                }
            }
            foreach (User otheruser in room_users_)
            {
                if (otheruser != null)
                {
                    otheruser.AddSameRoomUser(newUser);
                    newUser.AddSameRoomUser(otheruser);
                }
            }
            room_users_.Add(newUser);
            LogSys.Log(LOG_TYPE.DEBUG, "Add user success ! RoomID:{0} , UserGuid:{1}({2})",
                       cur_room_id_, newUser.Guid, newUser.GetKey());

            if (null != newUser.Skill && 4 == newUser.Skill.Count)
            {
                newUser.Info.GetSkillStateInfo().RemoveAllSkill();
                newUser.Info.ResetSkill();
                for (int index = 0; index < newUser.Skill.Count; index++)
                {
                    if (newUser.Skill[index].SkillId > 0)
                    {
                        SkillInfo info = new SkillInfo(newUser.Skill[index].SkillId);
                        info.SkillLevel = newUser.Skill[index].SkillLevel;
                        info.Postions.SetCurSkillSlotPos(newUser.PresetIndex, (SlotPosition)(index + 1));
                        SkillCategory cur_skill_pos = SkillCategory.kNone;
                        if ((index + 1) == (int)SlotPosition.SP_A)
                        {
                            cur_skill_pos = SkillCategory.kSkillA;
                        }
                        else if ((index + 1) == (int)SlotPosition.SP_B)
                        {
                            cur_skill_pos = SkillCategory.kSkillB;
                        }
                        else if ((index + 1) == (int)SlotPosition.SP_C)
                        {
                            cur_skill_pos = SkillCategory.kSkillC;
                        }
                        else if ((index + 1) == (int)SlotPosition.SP_D)
                        {
                            cur_skill_pos = SkillCategory.kSkillD;
                        }
                        info.ConfigData.Category = cur_skill_pos;
                        newUser.Info.GetSkillStateInfo().AddSkill(info);
                        newUser.Info.ResetSkill();
                        ///
                        AddSubSkill(newUser, info.SkillId, cur_skill_pos, info.SkillLevel);
                    }
                }
                Data_PlayerConfig playerData = PlayerConfigProvider.Instance.GetPlayerConfigById(newUser.HeroId);
                if (null != playerData && null != playerData.m_FixedSkillList &&
                    playerData.m_FixedSkillList.Count > 0)
                {
                    foreach (int skill_id in playerData.m_FixedSkillList)
                    {
                        if (null == newUser.Info.GetSkillStateInfo().GetSkillInfoById(skill_id))
                        {
                            SkillInfo info = new SkillInfo(skill_id, 1);
                            newUser.Info.GetSkillStateInfo().AddSkill(info);
                            newUser.Info.ResetSkill();
                        }
                    }
                }
            }
            if (null != newUser.Equip && newUser.Equip.Count > 0)
            {
                newUser.Info.GetEquipmentStateInfo().Reset();
                for (int index = 0; index < newUser.Equip.Count; index++)
                {
                    if (newUser.Equip[index].ItemId > 0)
                    {
                        ItemDataInfo info = new ItemDataInfo(newUser.Equip[index].ItemRandomProperty);
                        info.ItemId         = newUser.Equip[index].ItemId;
                        info.Level          = newUser.Equip[index].ItemLevel;
                        info.RandomProperty = newUser.Equip[index].ItemRandomProperty;
                        info.ItemConfig     = ItemConfigProvider.Instance.GetDataById(info.ItemId);
                        newUser.Info.GetEquipmentStateInfo().SetEquipmentData(index, info);
                    }
                }
            }
            if (null != newUser.Legacy && newUser.Legacy.Count > 0)
            {
                newUser.Info.GetLegacyStateInfo().Reset();
                for (int index = 0; index < newUser.Legacy.Count; index++)
                {
                    if (null != newUser.Legacy[index] && newUser.Legacy[index].ItemId > 0 &&
                        newUser.Legacy[index].IsUnlock)
                    {
                        ItemDataInfo info = new ItemDataInfo(newUser.Legacy[index].ItemRandomProperty);
                        info.ItemId         = newUser.Legacy[index].ItemId;
                        info.Level          = newUser.Legacy[index].ItemLevel;
                        info.RandomProperty = newUser.Legacy[index].ItemRandomProperty;
                        info.IsUnlock       = newUser.Legacy[index].IsUnlock;
                        info.ItemConfig     = ItemConfigProvider.Instance.GetDataById(info.ItemId);
                        newUser.Info.GetLegacyStateInfo().SetLegacyData(index, info);
                    }
                }
                newUser.Info.GetLegacyStateInfo().UpdateLegacyComplexAttr();
            }
            if (null != newUser.Partner)
            {
                newUser.Info.SetPartnerInfo(newUser.Partner);
            }
            return(true);
        }
示例#8
0
        public void RefreshItemSkills(SendImpactToSelfDelegation sendImpactToSelf, StopMyImpactDelegation stopImpact)
        {
            //标记所有物品带的技能与buff
            foreach (SkillInfo info in GetSkillStateInfo().GetAllSkill())
            {
                if (info.IsItemSkill)
                {
                    info.IsMarkToRemove = true;
                }
            }
            foreach (ImpactInfo info in GetSkillStateInfo().GetAllImpact())
            {
                if (info.m_IsItemImpact)
                {
                    info.m_IsMarkToRemove = true;
                }
            }
            //刷新物品带的技能与buff
            EquipmentStateInfo equipInfo = GetEquipmentStateInfo();

            for (int ix = 0; ix < EquipmentStateInfo.c_PackageCapacity; ++ix)
            {
                ItemDataInfo itemInfo = equipInfo.GetItemData(ix);
                if (null != itemInfo && itemInfo.ItemNum == 1 && null != itemInfo.ItemConfig)
                {
                    ItemConfig cfg = itemInfo.ItemConfig;
                    if (null != cfg.m_AddSkillOnEquiping)
                    {
                        foreach (int id in cfg.m_AddSkillOnEquiping)
                        {
                            SkillInfo skillInfo = GetSkillStateInfo().GetSkillInfoById(id);
                            if (null == skillInfo)
                            {
                                skillInfo                = new SkillInfo(id);
                                skillInfo.IsItemSkill    = true;
                                skillInfo.IsMarkToRemove = false;
                                GetSkillStateInfo().AddSkill(skillInfo);
                            }
                            else
                            {
                                skillInfo.IsMarkToRemove = false;
                            }
                        }
                    }
                    if (null != cfg.m_AddBuffOnEquiping && null != sendImpactToSelf)
                    {
                        //此分支为服务器端处理,参数为加impact的回调,这个回调里包括加impact并发消息给客户端(现在ImpactSystem是这样实现的)
                        foreach (int id in cfg.m_AddBuffOnEquiping)
                        {
                            ImpactInfo impactInfo = GetSkillStateInfo().GetImpactInfoById(id);
                            if (null == impactInfo)
                            {
                                impactInfo = sendImpactToSelf(id);
                                if (null != impactInfo)
                                {
                                    impactInfo.m_IsItemImpact   = true;
                                    impactInfo.m_IsMarkToRemove = false;
                                }
                            }
                            else
                            {
                                impactInfo.m_IsMarkToRemove = false;
                            }
                        }
                    }
                }
            }
            //移除不再有效的技能与buff
            List <int> removeSkills = new List <int>();

            foreach (SkillInfo info in GetSkillStateInfo().GetAllSkill())
            {
                if (info.IsItemSkill && info.IsMarkToRemove)
                {
                    removeSkills.Add(info.SkillId);
                }
            }
            foreach (int id in removeSkills)
            {
                GetSkillStateInfo().RemoveSkill(id);
            }
            removeSkills.Clear();

            List <int> removeImpacts = new List <int>();

            foreach (ImpactInfo info in GetSkillStateInfo().GetAllImpact())
            {
                if (info.m_IsItemImpact && info.m_IsMarkToRemove)
                {
                    removeImpacts.Add(info.m_ImpactId);
                }
            }
            foreach (int id in removeImpacts)
            {
                if (null != stopImpact)
                {
                    stopImpact(id);
                }
            }
            removeImpacts.Clear();
        }