//发送攻击消息 public void SendAttack(S2CAttack s2CAttack) { SendData.instance.Broadcast((int)messageType.S2CAttack, s2CAttack); //foreach (var item in Server.instance.clientPools) //{ // var clientId = item.Key; // SendData.instance.SendMessage(clientId, (int)messageType.S2CAttack, s2CAttack); //} }
//客户端攻击 public void ClientAttack(int clientId, C2SAttack data) { int playerId = Server.instance.GetPlayerId(clientId); var player = PlayerManager.instance.GetPlayer(playerId); if (player == null) { return; } var weaponId = data.weaponId; GameMap gameMap = GameMapManager.instance.GetGameMap(0); GroundMap groundMap = GameMapManager.instance.GetGroundMap(0); S2CAttack s2CAttack = new S2CAttack(); s2CAttack.playerId = playerId; SendAttack(s2CAttack); if (weaponId == -1) { switch (player.toward) { case 1: var x1 = player.x; var z1 = player.z + 1; if (z1 < 0 || z1 > 47) { return; } if (gameMap.gameMap[x1, z1] > 0 && gameMap.gameMap[x1, z1] <= 1000) { MapController.instance.Damage(groundMap, x1, z1, player.damageCommon1); } break; case 2: var x2 = player.x + 1; var z2 = player.z; if (x2 < 0 || x2 > 47) { return; } if (gameMap.gameMap[x2, z2] > 0 && gameMap.gameMap[x2, z2] <= 1000) { MapController.instance.Damage(groundMap, x2, z2, player.damageCommon1); } break; case 3: var x3 = player.x; var z3 = player.z - 1; if (z3 < 0 || z3 > 47) { return; } if (gameMap.gameMap[x3, z3] > 0 && gameMap.gameMap[x3, z3] <= 1000) { MapController.instance.Damage(groundMap, x3, z3, player.damageCommon1); } break; case 4: var x4 = player.x - 1; var z4 = player.z; if (x4 < 0 || x4 > 47) { return; } if (gameMap.gameMap[x4, z4] > 0 && gameMap.gameMap[x4, z4] <= 1000) { MapController.instance.Damage(groundMap, x4, z4, player.damageCommon1); } break; } } else if (weaponId == -2) { switch (player.toward) { case 1: var x1 = player.x; var z1 = player.z + 1; if (z1 < 0 || z1 > 47) { return; } if (gameMap.gameMap[x1, z1] > 0 && gameMap.gameMap[x1, z1] <= 1000) { MapController.instance.Damage(groundMap, x1, z1, player.damageCommon2); } break; case 2: var x2 = player.x + 1; var z2 = player.z; if (x2 < 0 || x2 > 47) { return; } if (gameMap.gameMap[x2, z2] > 0 && gameMap.gameMap[x2, z2] <= 1000) { MapController.instance.Damage(groundMap, x2, z2, player.damageCommon2); } break; case 3: var x3 = player.x; var z3 = player.z - 1; if (z3 < 0 || z3 > 47) { return; } if (gameMap.gameMap[x3, z3] > 0 && gameMap.gameMap[x3, z3] <= 1000) { MapController.instance.Damage(groundMap, x3, z3, player.damageCommon2); } break; case 4: var x4 = player.x - 1; var z4 = player.z; if (x4 < 0 || x4 > 47) { return; } if (gameMap.gameMap[x4, z4] > 0 && gameMap.gameMap[x4, z4] <= 1000) { MapController.instance.Damage(groundMap, x4, z4, player.damageCommon2); } break; } } else if (weaponId == -3) { if (player.bombCount <= 0) { SendBombNone(playerId); return; } player.bombCount--; var x = CDT2Cell.instance.CDT2X(data.locationX); var z = CDT2Cell.instance.CDT2Z(data.locationZ); if (gameMap.gameMap[x, z] == 3001 || gameMap.gameMap[x, z] == 3002 || gameMap.gameMap[x, z] == 3003) { return; } Bomb bomb = BombManager.instance.CreateBomb(player, x, z); MapController.instance.SetMapValue(gameMap, x, z, bomb.id); ConsoleLog.instance.Info(string.Format("角色攻击,武器Id: {0},泡泡位置: {1} {2}", weaponId, x, z)); bomb.timer = new Timer(new TimerCallback(BombController.instance.BombTrigger), bomb, ReadConfig.instance.bombTime * 1000, Timeout.Infinite); } }