Files
Fishing2Server/Hotfix/Game/Map/Handler/C2Map_MoveHandler.cs
2026-03-11 10:15:34 +08:00

54 lines
1.6 KiB
C#

using Fantasy;
using Fantasy.Async;
using Fantasy.Helper;
using Fantasy.Network.Interface;
namespace NB.Game;
public class C2Map_MoveHandler : Address<Player, C2Game_Move>
{
protected override async FTask Run(Player entity, C2Game_Move message)
{
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
// response.ErrorCode = ErrorCode.ErrServer;
return;
}
var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
var roomId = mapUnit.RoomId;
var room = roomManageComponent.Get(roomId);
if (room == null)
{
return;
}
// var mapUnitManageComponent = entity.Scene.GetComponent<MapUnitManageComponent>();
var notifyMessage = new Game2C_MoveNotify()
{
Id = entity.Id,
Position = message.Position,
Rotation = message.Rotation,
IsStop = message.IsStop,
Direction = message.Direction,
Timestamp = TimeHelper.Now
};
// entity.Position.x = message.Position.x;
// entity.Position.y = message.Position.y;
// entity.Position.z = message.Position.z;
//
// entity.Rotation.x = message.Rotation.x;
// entity.Rotation.y = message.Rotation.y;
// entity.Rotation.z = message.Rotation.z;
foreach (var (_, unit) in room.Units)
{
// if (unit.Id == entity.Id) continue;
entity.Scene.NetworkMessagingComponent.Send(unit.SessionRunTimeId, notifyMessage);
}
await FTask.CompletedTask;
}
}