新增逻辑
This commit is contained in:
@@ -6,7 +6,6 @@ using NB.Authentication;
|
||||
using NB.Chat;
|
||||
using NB.Game;
|
||||
using NB.Gate;
|
||||
using NB.Map;
|
||||
|
||||
namespace NBF;
|
||||
|
||||
@@ -40,11 +39,11 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
|
||||
await InitializeGateScene(scene);
|
||||
break;
|
||||
}
|
||||
case SceneType.Map:
|
||||
{
|
||||
await InitializeMapScene(scene);
|
||||
break;
|
||||
}
|
||||
// case SceneType.Map:
|
||||
// {
|
||||
// await InitializeMapScene(scene);
|
||||
// break;
|
||||
// }
|
||||
case SceneType.Social:
|
||||
{
|
||||
// Gate 场景初始化
|
||||
@@ -117,24 +116,24 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
|
||||
// Log.Debug(instanceList[0].Dic[1]);
|
||||
}
|
||||
|
||||
private async FTask InitializeMapScene(Scene scene)
|
||||
{
|
||||
// Map 场景特定的初始化逻辑
|
||||
Log.Info($"初始化 Map 场景: {scene.Id}");
|
||||
Log.Info("创建地图场景===");
|
||||
scene.AddComponent<MapUnitManageComponent>();
|
||||
var roomManageComponent = scene.AddComponent<RoomManageComponent>();
|
||||
scene.AddComponent<MapManageComponent>();
|
||||
|
||||
var room = roomManageComponent.Create(361499030775398402);
|
||||
if (room != null)
|
||||
{
|
||||
roomManageComponent.TestRoomCode = room.Code;
|
||||
Log.Info($"测试房间代码 = {room.Code}");
|
||||
}
|
||||
|
||||
await FTask.CompletedTask;
|
||||
}
|
||||
// private async FTask InitializeMapScene(Scene scene)
|
||||
// {
|
||||
// // Map 场景特定的初始化逻辑
|
||||
// Log.Info($"初始化 Map 场景: {scene.Id}");
|
||||
// Log.Info("创建地图场景===");
|
||||
// scene.AddComponent<MapUnitManageComponent>();
|
||||
// var roomManageComponent = scene.AddComponent<RoomManageComponent>();
|
||||
// scene.AddComponent<MapManageComponent>();
|
||||
//
|
||||
// var room = roomManageComponent.Create(361499030775398402);
|
||||
// if (room != null)
|
||||
// {
|
||||
// roomManageComponent.TestRoomCode = room.Code;
|
||||
// Log.Info($"测试房间代码 = {room.Code}");
|
||||
// }
|
||||
//
|
||||
// await FTask.CompletedTask;
|
||||
// }
|
||||
|
||||
private async FTask InitializeSocialScene(Scene scene)
|
||||
{
|
||||
@@ -153,6 +152,19 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
|
||||
//用于管理玩家的组件
|
||||
scene.AddComponent<PlayerManageComponent>();
|
||||
scene.AddComponent<PlayerBasicCacheManageComponent>();
|
||||
|
||||
|
||||
Log.Info("创建地图场景===");
|
||||
var roomManageComponent = scene.AddComponent<RoomManageComponent>();
|
||||
scene.AddComponent<MapManageComponent>();
|
||||
|
||||
var room = roomManageComponent.Create(361499030775398402);
|
||||
if (room != null)
|
||||
{
|
||||
// roomManageComponent.TestRoomCode = room.Code;
|
||||
Log.Info($"测试房间代码 = {room.Code}");
|
||||
}
|
||||
|
||||
await FTask.CompletedTask;
|
||||
|
||||
// var rod = RodConfig.Get(30001);
|
||||
|
||||
Reference in New Issue
Block a user