示例#1
0
        public virtual bool LeaveScene(Scene _this, ObjBase obj, ReasonType reason = ReasonType.VisibilityChanged)
        {
            if (_this.mTicking)
            {
                _this.mNeedToRemoveObjDict.Add(obj.ObjId, obj);
                obj.Active = false;
                return(true);
            }

            var zone = obj.Zone;

            if (null != zone)
            {
                obj.BroadcastDestroyMe(reason);
                zone.RemoveObj(obj);
                //Uint64Array array = new Uint64Array();
                //array.Items.Add(obj.ObjId);
                //SceneServer.Instance.ServerControl.DeleteObj(zone.EnumAllVisiblePlayerIdExclude(obj.ObjId), array, (uint)reason);
            }
            obj.SetZone(null);
            if (obj.IsCharacter())
            {
                var character = obj as ObjCharacter;
                character.ClearRetinue();
                foreach (var pair in _this.mAreaDict)
                {
                    if (pair.Value.Cantains(character))
                    {
                        pair.Value.Remove(character);
                    }
                }

                if (obj.GetObjType() == ObjType.PLAYER)
                {
                    _this.OnPlayerLeave(obj as ObjPlayer);
                }
                else if (obj.GetObjType() == ObjType.NPC)
                {
                    if (_this.SpeMonsterToWorldBossId.ContainsKey(obj))
                    {
                        Log(_this, Logger, "Special monster killed!Type = {0}", obj.TypeId);
                        var worldBossId = _this.SpeMonsterToWorldBossId[obj];
                        --_this.SpeMonsterAlwaysRecords[worldBossId];
                        _this.SpeMonsterToWorldBossId.Remove(obj);
                    }
                }
            }


            obj.LeavelScene();
            _this.RemoveObj(obj);

            return(true);
        }
示例#2
0
 //当Obj进入场景前,(Obj还没有进入场景,他的Scene是空)这里只可以写场景逻辑(例如改个坐标),不可以同步数据
 public override void OnObjBeforeEnterScene(ObjBase obj)
 {
     if (obj.GetObjType() == ObjType.PLAYER)
     {
         (obj as ObjPlayer).SetPosition(RelivePos.Range());
     }
 }
示例#3
0
 //当Obj进入场景前,(Obj还没有进入场景,他的Scene是空)这里只可以写场景逻辑(例如改个坐标),不可以同步数据
 public override void OnObjBeforeEnterScene(ObjBase obj)
 {
     //变身
     if (obj.GetObjType() == ObjType.PLAYER)
     {
         var player = obj as ObjPlayer;
         player.AddBuff(1206 + player.TypeId, 1, player);
     }
 }
示例#4
0
 public void RemoveObj(Zone _this, ObjBase obj)
 {
     if (_this.mObjDict.ContainsKey(obj.ObjId))
     {
         _this.mObjDict.Remove(obj.ObjId);
         if (obj.GetObjType() == ObjType.PLAYER)
         {
             MarkDirty(_this);
         }
     }
 }
示例#5
0
        public override void OnObjBeforeEnterScene(ObjBase obj)
        {
            if (ObjType.PLAYER != obj.GetObjType())
            {
                return;
            }

            var player = obj as ObjPlayer;

            FixPostion(player);
        }
示例#6
0
        public ObjData DumpObjData(ObjBase _this, ReasonType reason)
        {
            var data = new ObjData
            {
                ObjId  = _this.ObjId,
                Type   = (int)_this.GetObjType(),
                DataId = _this.TypeId,
                Pos    = Utility.MakePositionDataByPosAndDir(_this.GetPosition(), _this.GetDirection()),
                Reason = (uint)reason
            };

            return(data);
        }
示例#7
0
 public void AddObj(Zone _this, ObjBase obj)
 {
     if (!_this.mObjDict.ContainsKey(obj.ObjId))
     {
         _this.mObjDict.Add(obj.ObjId, obj);
         if (obj.GetObjType() == ObjType.PLAYER)
         {
             MarkDirty(_this);
         }
     }
     else
     {
         Logger.Fatal("mObjDict has same key[0]", obj.ObjId);
     }
 }
示例#8
0
        public override bool LeaveScene(ObjBase obj, ReasonType reason = ReasonType.VisibilityChanged)
        {
            if (mPhaseRequirementDic.ContainsKey(EnterPhaseRequireType.AllMonsterDie) && obj.GetObjType() == ObjType.NPC &&
                mPlayerDict.Count > 0)
            {
                var p      = mPlayerDict.First().Value;
                var camp   = p.GetCamp();
                var tbCamp = Table.GetCamp(camp);
                var count  = mObjDict.Values.Count(o =>
                {
                    var npc = o as ObjNPC;
                    return(npc != null && tbCamp.Camp[npc.GetCamp()] == 1);
                });
                if (count == 1)
                {
                    AccomplishPhaseRequire(EnterPhaseRequireType.AllMonsterDie, 0);
                }
            }

            return(base.LeaveScene(obj, reason));
        }
示例#9
0
        public override void OnObjBeforeEnterScene(ObjBase obj)
        {
            var type = obj.GetObjType();

            if (type != ObjType.PLAYER)
            {
                return;
            }

            var player = obj as ObjPlayer;

            if (null == player)
            {
                return;
            }

            //设置camp
            var allianceId = player.GetAllianceId();
            var idx        = AllianceIds.IndexOf(allianceId);
            var campId     = DefenderCampId + idx;

            if (!Camps.ContainsKey(campId))
            {
                //潜规则camp = -1,表示要把他踢掉,人已满
                player.SetCamp(-1);
                Logger.Fatal("OnObjBeforeEnterScene  Name[{0}] CampId=[{1}]", player.GetName(), campId);
                return;
            }

            var camp = Camps[campId];

            if (camp.Players.Count >= Constants.AllianceMaxPlayer)
            {
                //潜规则camp = -1,表示要把他踢掉,人已满
                player.SetCamp(-1);
                return;
            }


            player.SetCamp(campId);
            player.SetPosition(camp.AppearPos);
            camp.Players.Add(player);

            var position = player.GetPosition();
            var pos      = Utility.MakeVectorMultiplyPrecision(position.X, position.Y);

            player.Proxy.NotifyCampChange(campId, pos);

            //恢复满血满蓝
            if (player.IsDead())
            {
                player.Relive();
            }
            else
            {
                player.Attr.SetDataValue(eAttributeType.HpNow, player.Attr.GetDataValue(eAttributeType.HpMax));
                player.Attr.SetDataValue(eAttributeType.MpNow, player.Attr.GetDataValue(eAttributeType.MpMax));
            }

            if (!PlayerReliveTime.ContainsKey(player.ObjId))
            {
                PlayerReliveTime.Add(player.ObjId, StaticVariable.ReliveTimeInit);
            }
        }
示例#10
0
        public virtual bool EnterScene(Scene _this, ObjBase obj)
        {
            if (_this.mTicking)
            {
                _this.mNeedToAddObjDict.Add(obj.ObjId, obj);
                return(true);
            }

            _this.OnObjBeforeEnterScene(obj);

            var zoneId = _this.Pos2ZoneId(obj.GetPosition().X, obj.GetPosition().Y);

            if (zoneId < 0 || zoneId >= _this.mZoneList.Count)
            {
                //这里保证一下Character进入的位置必须得是个有效的位置
                if (obj.IsCharacter())
                {
                    var character = obj as ObjCharacter;
                    var validPos  = _this.FindNearestValidPosition(character.GetPosition());
                    if (null != validPos)
                    {
                        character.SetPosition(validPos.Value);
                        Logger.Warn("[{0}] set valid pos[{1},{2}]", character.GetName(), character.GetPosition().X,
                                    character.GetPosition().Y);
                    }
                    else
                    {
                        character.SetPosition((float)_this.TableSceneData.Entry_x, (float)_this.TableSceneData.Entry_z);
                        Logger.Warn("[{0}] set entry pos[{1},{2}]", character.GetName(), character.GetPosition().X,
                                    character.GetPosition().Y);
                    }
                }

                zoneId = _this.Pos2ZoneId(obj.GetPosition().X, obj.GetPosition().Y);
                if (zoneId < 0 || zoneId >= _this.mZoneList.Count)
                {
                    Logger.Fatal("zone = null[x={0},y={1}]", obj.GetPosition().X, obj.GetPosition().Y);
                    return(false);
                }
            }

            if (_this.mObjDict.ContainsKey(obj.ObjId))
            {
                if (_this.mObjDict[obj.ObjId].Equals(obj))
                {
                    Logger.Fatal("!ObjDic.ContainsKey({0})  mObjDict[obj.ObjId].Equals(obj)", obj.ObjId);
                    return(false);
                }
                _this.RemoveObj(obj);
                Logger.Fatal("!ObjDic.ContainsKey({0})", obj.ObjId);
            }

            _this.AddObj(obj);

            obj.EnterScene(_this);

            var zone = _this.mZoneList[zoneId];

            zone.AddObj(obj);
            obj.SetZone(zone);

            //player 一上来时不时Active状态,不会走这里,只有player掉了EnterSceneOver之后才是active状态,
            //EnterSceneOver里自己会处理可见和飞可见的玩家
            if (obj.Active)
            {
                var canSee = true;
                if (obj.IsCharacter())
                {
                    var character = obj as ObjCharacter;
                    if (character.IsDead())
                    {
                        canSee = false;
                    }
                }
                if (canSee)
                {
                    var bornType = _this.GetBornVisibleType();
                    obj.BroadcastCreateMe(bornType);
                }
            }

            if (obj.GetObjType() == ObjType.PLAYER)
            {
                var player = obj as ObjPlayer;
                foreach (var pair in _this.mAreaDict)
                {
                    pair.Value.AdjustPlayer(player);
                }
            }


            return(true);
        }