public void RemoveCharacterOne(FollowQueueResult _this, QueueCharacter character) { QueueResultBase.GetImpl().RemoveCharacterOne(_this, character); var scene = QueueSceneManager.GetCharacterScene(_this.Character.mDatas[0].Id); if (scene == null) { Logger.Error("In AllOK scene == null!!!"); return; } scene.RemoveFollowCharacter(character); }
public void TimeOver(FollowQueueResult _this) { var character = _this.Character; var scene = QueueSceneManager.GetCharacterScene(character.mDatas[0].Id); if (scene == null) { return; } scene.FollowResult(character, 1); QueueManager.Pop(character.mDatas[0].Id, eLeaveMatchingType.TimeOut); }
public void AllOK(FollowQueueResult _this) { _this.mQueue.OnAllOk(_this); var scene = QueueSceneManager.GetCharacterScene(_this.Character.mDatas[0].Id); if (scene == null) { Logger.Error("In AllOK scene == null!!!"); return; } scene.FollowResult(_this.Character, 1); QueueManager.Remove(_this.Character.mDatas[0].Id, eLeaveMatchingType.Success); _this.Character.result = null; }
//后续排入的某个玩家进入 public void FollowCharacter(FightQueueScene _this, QueueCharacter c, int camp) { PlayerLog.WriteLog((int)LogType.QueueMessage, "FollowCharacter c={0}, ids={1}", c.Guid, c.mDatas.Select(d => d.Id).GetDataString()); var result = new FollowQueueResult(c.mLogic); result.PushOneCharacter(c); result.StartTrigger(); c.mLogic.Pop(c, eLeaveMatchingType.InTemp); _this.FollowCharacters.Add(c); foreach (var data in c.mDatas) { InitCharacter(_this, data.Id, camp); } }
public ErrorCodes MatchingBack(FollowQueueResult _this, ulong guid, bool agree = false) { var err = QueueResultBase.GetImpl().MatchingBack(_this, guid, agree); if (!agree) { var scene = QueueSceneManager.GetCharacterScene(guid); if (scene == null) { return(err); } scene.FollowResult(_this.Character, 0); QueueManager.Pop(guid, eLeaveMatchingType.Refuse); } return(err); }
public void RemoveCharacterList(FollowQueueResult _this, List <QueueCharacter> cs) { RemoveCharacterOne(_this, cs[0]); }
public void PushOneCharacter(FollowQueueResult _this, QueueCharacter queue) { QueueResultBase.GetImpl().PushOneCharacter(_this, queue); _this.Character = queue; }