示例#1
0
        //开始战斗
        public void MsgStartFight(Player player, ProtocolBase protocolBase)
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("StartFight");

            //条件判断
            //玩家是否在房间里
            if (player.tempData.status != PlayerTempData.Status.Room)
            {
                Console.WriteLine("MsgStartFight status error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //玩家是否为房主
            if (!player.tempData.isOwner)
            {
                Console.WriteLine("MsgStartFigth owner error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //房间能否开启战斗
            Room room = player.tempData.room;

            if (!room.IsCanStart())
            {
                Console.WriteLine("MsgStartFight Can Start Error" + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //开始战斗
            protocol.AddInt(0);
            player.Send(protocol);
            room.StartFight();
        }
示例#2
0
        /// <summary>
        /// 创建房间
        /// </summary>
        /// <param name="player"></param>
        /// <param name="protocolBase"></param>
        public void MsgCreateRoom(Player player, ProtocolBase protocolBase)
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("CreateRoom");

            //条件检测,如果玩家的状态是在房间中或是战斗中,则不能创建房间,返回创建房间失败
            if (player.tempData.status != PlayerTempData.Status.None)
            {
                Console.WriteLine("MsgCreateRoom Fail" + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //创建房间并返回成功信息
            RoomMgr.instance.CreateRoom(player);
            protocol.AddInt(0);
            player.Send(protocol);
            Console.WriteLine("MsgCreateRoom OK" + player.id);
        }
示例#3
0
        //更新信息
        public void MsgUpdateInfo(Player player, ProtocolBase protocolBase)
        {
            //获取数值
            int           start     = 0;
            ProtocolBytes protocol  = (ProtocolBytes)protocolBase;
            string        protoName = protocol.GetString(start, ref start);
            float         x         = protocol.GetFloat(start, ref start);
            float         y         = protocol.GetFloat(start, ref start);
            float         z         = protocol.GetFloat(start, ref start);
            int           score     = player.data.score;

            Scene.instance.UpdateInfo(player.id, x, y, z, score);

            //广播
            ProtocolBytes protocolRet = new ProtocolBytes();

            protocolRet.AddString("UpdateInfo");
            protocolRet.AddString(player.id);
            protocolRet.AddFloat(x);
            protocolRet.AddFloat(y);
            protocolRet.AddFloat(z);
            protocolRet.AddInt(score);
            ServNet.instance.Broadcast(protocolRet);
        }
示例#4
0
 //心跳
 //协议参数:无
 public void MsgHeartBeat(Conn conn, ProtocolBase protoBase)
 {
     conn.lastTickTime = Sys.GetTimeStamp();
     //Console.WriteLine("[更新心跳时间 ]" + conn.GetAddress());
 }
示例#5
0
 //获取玩家列表
 public void MsgGetList(Player player, ProtocolBase protocolBase)
 {
     Scene.instance.SendPlayerList(player);
 }
示例#6
0
 //发送协议
 public void Send(ProtocolBase protocol)
 {
     ServNet.instance.Send(this, protocol);
 }
示例#7
0
 /// <summary>
 /// 获取房间列表
 /// </summary>
 /// <param name="player"></param>
 /// <param name="protocolBase"></param>
 public void MsgGetRoomList(Player player, ProtocolBase protocolBase)
 {
     player.Send(RoomMgr.instance.GetRoomList());
 }