示例#1
0
        private void EnterMap()
        {
            MapHelper.EnterMapAsync().Coroutine();

            Game.EventSystem.Run(EventIdType.EnterMainLobbyFinish);
        }
        /// <summary>
        /// 准备开始游戏
        /// </summary>
        /// <param name="self"></param>
        public static void ReadyStartGame(this GameControllerComponent self)
        {
            Room room = self.GetParent <Room>();

            Gamer[] gamers = room.GetAll();

            //房间内有3名玩家且全部准备则开始游戏
            if (room.Count == 3 && gamers.Where(g => g.IsReady).Count() == 3)
            {
                //同步匹配服务器开始游戏
                room.State = RoomState.Game;
                MapHelper.SendMessage(new MP2MH_SyncRoomState_Ntt()
                {
                    RoomID = room.Id, State = room.State
                });

                //初始玩家开始状态
                foreach (var _gamer in gamers)
                {
                    if (_gamer.GetComponent <HandCardsComponent>() == null)
                    {
                        _gamer.AddComponent <HandCardsComponent>();
                    }
                    _gamer.IsReady = false;
                }

                GameControllerComponent gameController = room.GetComponent <GameControllerComponent>();
                //洗牌发牌
                gameController.DealCards();

                List <GamerCardNum> gamersCardNum = new List <GamerCardNum>();
                Array.ForEach(gamers, (g) =>
                {
                    HandCardsComponent handCards = g.GetComponent <HandCardsComponent>();
                    //重置玩家身份
                    handCards.AccessIdentity = Identity.None;
                    //记录玩家手牌数
                    gamersCardNum.Add(new GamerCardNum()
                    {
                        UserID = g.UserID,
                        Num    = g.GetComponent <HandCardsComponent>().GetAll().Length
                    });
                });

                //发送玩家手牌和其他玩家手牌数
                foreach (var _gamer in gamers)
                {
                    ActorMessageSender actorProxy = _gamer.GetComponent <UnitGateComponent>().GetActorMessageSender();
                    actorProxy.Send(new Actor_GameStart_Ntt()
                    {
                        HandCards     = _gamer.GetComponent <HandCardsComponent>().GetAll(),
                        GamersCardNum = gamersCardNum
                    });
                }

                //随机先手玩家
                gameController.RandomFirstAuthority();

                Log.Info($"房间{room.Id}开始游戏");
            }
        }
示例#3
0
 private void EnterMap()
 {
     //异步进入Map
     MapHelper.EnterMapAsync().Coroutine();
 }
 private void EnterMapAsync()
 {
     ETModel.Game.EventSystem.Run(ETModel.EventIdType.ShowLoadingUI);
     MapHelper.EnterMapAsync().Coroutine();
 }