角色控制和房间进入推送
This commit is contained in:
@@ -11,7 +11,7 @@ public class C2Game_GetRoleInfoRequestHandler : RouteRPC<Player, C2Game_GetRoleI
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protected override async FTask Run(Player entity, C2Game_GetRoleInfoRequest request,
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Game2C_GetRoleInfoResponse response, Action reply)
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{
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response.RoomId = 0;
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response.RoomCode = "13AHVL";
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response.RoleInfo = entity.GetRoleInfo();
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await FTask.CompletedTask;
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@@ -97,7 +97,8 @@ public class C2G_EnterRoomRequestHandler : MessageRPC<C2G_EnterRoomRequest, G2C_
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}
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gateUnit.RoomCode = request.RoomCode;
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response.Units = roomResponse.Units;
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response.RoomCode = request.RoomCode;
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response.ErrorCode = ErrorCode.Successful;
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}
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@@ -39,7 +39,7 @@ public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_L
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return;
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}
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response.RoleId = gateUnit.AccountID;
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response.ErrorCode = await GateLoginHelper.Online(gateUnit);
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Log.Debug($"当前的Gate服务器:{session.Scene.SceneConfigId} accountId:{accountId}");
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}
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@@ -24,19 +24,14 @@ public class C2Map_CreateRoomRequestHandler : RouteRPC<MapUnit, C2Map_CreateRoom
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return;
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}
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var roomId = roomManageComponent.AllocateId();
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if (roomId < 1)
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var room = roomManageComponent.Create(entity.Id);
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if (room == null)
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{
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response.ErrorCode = ErrorCode.MapCreateRoomMax;
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return;
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}
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// roomManageComponent.on
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var room = Entity.Create<MapRoom>(entity.Scene, true, true);
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room.Owner = entity.Id;
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room.RoomId = roomId;
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room.Code = RoomHelper.GenerateCode(entity.Scene.SceneConfigId, roomId);
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roomManageComponent.Add(room);
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Log.Info(
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$"创建房间=== sId={entity.Scene.SceneConfigId} map:{request.MapId} id={room.RoomId} code={room.Code}");
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33
Hotfix/Map/Handler/C2Map_LookHandler.cs
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33
Hotfix/Map/Handler/C2Map_LookHandler.cs
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@@ -0,0 +1,33 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_LookHandler : Route<MapUnit, C2Map_Look>
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{
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protected override async FTask Run(MapUnit entity, C2Map_Look message)
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{
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var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
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var notifyMessage = new Map2C_LookeNotify()
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{
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Id = entity.Id,
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Rotation = message.Rotation,
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Timestamp = message.Timestamp
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};
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entity.Rotation.x = message.Rotation.x;
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entity.Rotation.y = message.Rotation.y;
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entity.Rotation.z = message.Rotation.z;
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var room = roomManageComponent.Get(entity.MapId);
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// foreach (var (_, unit) in mapUnitManageComponent.Units)
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// {
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// entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
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// }
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await FTask.CompletedTask;
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}
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}
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38
Hotfix/Map/Handler/C2Map_MoveHandler.cs
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38
Hotfix/Map/Handler/C2Map_MoveHandler.cs
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@@ -0,0 +1,38 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Helper;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_MoveHandler : Route<MapUnit, C2Map_Move>
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{
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protected override async FTask Run(MapUnit entity, C2Map_Move message)
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{
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var mapUnitManageComponent = entity.Scene.GetComponent<MapUnitManageComponent>();
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var notifyMessage = new Map2C_MoveNotify()
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{
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Id = entity.Id,
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Position = message.Position,
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Rotation = message.Rotation,
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IsStop = message.IsStop,
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Direction = message.Direction,
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Timestamp = TimeHelper.Now
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};
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entity.Position.x = message.Position.x;
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entity.Position.y = message.Position.y;
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entity.Position.z = message.Position.z;
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entity.Rotation.x = message.Rotation.x;
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entity.Rotation.y = message.Rotation.y;
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entity.Rotation.z = message.Rotation.z;
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foreach (var (_, unit) in mapUnitManageComponent.Units)
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{
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entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
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}
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await FTask.CompletedTask;
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}
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}
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@@ -4,7 +4,7 @@ using Fantasy.Network.Interface;
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namespace NB.Map.Inner;
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public class G2Map_EnterRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
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public class G2Map_EnterRoomRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
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{
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protected override async FTask Run(Scene entity, G2Map_EnterRoomRequest request, Map2G_EnterRoomResponse response,
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Action reply)
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@@ -54,9 +54,16 @@ public class G2Map_EnterRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest,
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return;
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}
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}
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response.ErrorCode = await room.Enter(request.AccountId);
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response.ErrorCode = await room.Enter(mapUnit);
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response.RoomCode = room.Code;
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if (response.ErrorCode == ErrorCode.Successful)
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{
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mapUnit.RoomId = room.Id;
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response.Units = room.ToMapUnitInfo();
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}
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}
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}
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13
Hotfix/Map/Handler/Inner/G2Map_ExitRoomRequestHandler.cs
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13
Hotfix/Map/Handler/Inner/G2Map_ExitRoomRequestHandler.cs
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@@ -0,0 +1,13 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Map.Inner;
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public class G2Map_ExitRoomRequestHandler : RouteRPC<Scene, G2Map_ExitRoomRequest, Map2G_ExiRoomResponse>
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{
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protected override async FTask Run(Scene entity, G2Map_ExitRoomRequest request, Map2G_ExiRoomResponse response,
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Action reply)
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{
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}
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}
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@@ -18,9 +18,34 @@ public class MapRoomDestroySystem : DestroySystem<MapRoom>
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public static class MapRoomSystem
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{
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public static async FTask<uint> Enter(this MapRoom self, long unitId)
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public static async FTask<uint> Enter(this MapRoom self, MapUnit unit)
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{
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self.Units.TryAdd(unit.Id, unit);
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var notifyMessage = new Map2C_RoleEnterRoomNotify()
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{
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Info = unit.ToMapUnitInfo(),
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};
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foreach (var (_, roomUnit) in self.Units)
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{
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// if (roomUnit.Id == unit.Id) continue;
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// 同步其他客户端
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self.Scene.NetworkMessagingComponent.SendInnerRoute(roomUnit.GateRouteId, notifyMessage);
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}
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await FTask.CompletedTask;
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return ErrorCode.Successful;
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}
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public static List<MapUnitInfo> ToMapUnitInfo(this MapRoom self)
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{
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List<MapUnitInfo> ret = new List<MapUnitInfo>();
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foreach (var (_, unit) in self.Units)
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{
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ret.Add(unit.ToMapUnitInfo());
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}
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return ret;
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}
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}
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@@ -11,7 +11,7 @@ public class MapUnitSystemDestroySystem : DestroySystem<MapUnit>
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{
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self.MapId = 0;
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self.Position = float3.zero;
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self.Rotation = float4.zero;
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self.Rotation = float3.zero;
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self.GateRouteId = 0L;
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}
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}
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@@ -40,4 +40,25 @@ public static class MapUnitSystem
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return ErrorCode.Successful;
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}
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public static MapUnitInfo ToMapUnitInfo(this MapUnit self)
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{
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var ret = new MapUnitInfo()
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{
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Id = self.Id,
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Position = Vector3Info.Create(self.Scene),
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Rotation = Vector3Info.Create(self.Scene),
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};
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ret.Position.x = self.Position.x;
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ret.Position.y = self.Position.y;
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ret.Position.z = self.Position.z;
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ret.Rotation.x = self.Rotation.x;
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ret.Rotation.y = self.Rotation.y;
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ret.Rotation.z = self.Rotation.z;
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return ret;
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}
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}
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@@ -1,4 +1,5 @@
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using Fantasy.Entitas;
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using Fantasy;
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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namespace NB.Map;
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@@ -31,6 +32,24 @@ public static class RoomManageComponentSystem
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{
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#region 增删
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public static MapRoom? Create(this RoomManageComponent self, long ownerId)
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{
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var roomId = self.AllocateId();
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if (roomId < 1)
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{
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return null;
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}
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// roomManageComponent.on
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var room = Entity.Create<MapRoom>(self.Scene, true, true);
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room.Owner = ownerId;
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room.RoomId = roomId;
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room.Code = RoomHelper.GenerateCode(self.Scene.SceneConfigId, roomId);
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self.Add(room);
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return room;
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}
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public static void Add(this RoomManageComponent self, MapRoom room)
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{
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self.Rooms[room.RoomId] = room;
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@@ -46,10 +65,12 @@ public static class RoomManageComponentSystem
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return true;
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}
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public static MapRoom? Get(this RoomManageComponent self, int roomId)
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{
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return self.Rooms.GetValueOrDefault(roomId);
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}
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#endregion
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#region 房间Id
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@@ -81,6 +102,4 @@ public static class RoomManageComponentSystem
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}
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#endregion
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}
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@@ -67,6 +67,9 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
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case SceneType.Map:
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{
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Log.Debug($"Map Scene SceneRuntimeId:{scene.RuntimeId}");
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var roomCode = RoomHelper.GenerateCode(scene.SceneConfigId, 1);
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Log.Info($"测试 roomCode:{roomCode}");
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// uint serverId = 25255;
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// for (int i = 1; i < 65535; i++)
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// {
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@@ -52,8 +52,16 @@ public class OnSceneCreate_Init : AsyncEventSystem<OnCreateScene>
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{
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Log.Info("创建地图场景===");
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scene.AddComponent<MapUnitManageComponent>();
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scene.AddComponent<RoomManageComponent>();
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var roomManageComponent = scene.AddComponent<RoomManageComponent>();
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scene.AddComponent<MapManageComponent>();
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var room = roomManageComponent.Create(361499030775398402);
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if (room != null)
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{
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roomManageComponent.TestRoomCode = room.Code;
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Log.Info($"测试房间代码 = {room.Code}");
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}
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break;
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}
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}
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