| | |
| | | // 同时只能有一场战斗在进行 guid, battlefield |
| | | protected Dictionary<string, BattleField> battleFields = new Dictionary<string, BattleField>(); |
| | | |
| | | protected LogicUpdate logicUpdate = new LogicUpdate(); |
| | | |
| | | public Action<string, BattleField> onBattleFieldCreate; |
| | | |
| | | public Action<string, BattleField> onBattleFieldDestroy; |
| | | |
| | | public bool isWaitServerStory = false; //主线等服务端回报 0425 |
| | | |
| | | public override void Init() |
| | | { |
| | | base.Init(); |
| | | logicUpdate.Start(Run); |
| | | |
| | | LogicEngine.Instance.OnUpdate += Run; |
| | | DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk; |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerInit; |
| | | |
| | | } |
| | | |
| | | public override void Release() |
| | | { |
| | | base.Release(); |
| | | logicUpdate.Destroy(); |
| | | LogicEngine.Instance.OnUpdate -= Run; |
| | | DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk; |
| | | DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerInit; |
| | | } |
| | | |
| | | protected void OnPlayerLoginOk() |
| | |
| | | int FuncLineID = (int)exAttr2; |
| | | |
| | | CreateStoryBattle(MapID, FuncLineID, null, null); |
| | | } |
| | | |
| | | void BeforePlayerInit() |
| | | { |
| | | isWaitServerStory = false; //后续考虑断线重连 |
| | | } |
| | | |
| | | // 上游戏的时候 等战斗阵容更新完毕 创建主线副本 敌方的数据可以暂时不显示 己方表现为睡觉 |
| | |
| | | List<GameNetPackBasic> b421PackList = new List<GameNetPackBasic>(); |
| | | i++; // 跳过当前的B421包 |
| | | |
| | | // 收集所有非B421包,直到遇到下一个B421或队列结束 |
| | | for (; i < packQueueSnapshot.Count; i++) |
| | | { |
| | | GameNetPackBasic nextPack = packQueueSnapshot[i]; |
| | | if (nextPack is HB421_tagMCTurnFightObjAction) |
| | | { |
| | | // 遇到了其他B421 启动角色的Action开始, |
| | | // B421后再碰到B421一定是有一个人的行动结束了 回退一个位置 |
| | | i--; |
| | | i--; // 回退一个位置,留给外层循环处理 |
| | | break; |
| | | } |
| | | else |
| | |
| | | } |
| | | } |
| | | |
| | | // 可能没用了 主要就是利用一下skill的combine 暂留 看之后还有没有别的需求 |
| | | // 合并所有相关包 |
| | | CustomB421ActionPack actionPack = CustomB421ActionPack.CreateB421ActionPack(GetGUID(b421Pack.packUID), b421PackList); |
| | | |
| | | newPackList.Add(actionPack); |
| | |
| | | Debug.LogWarning($"连续空战斗片段封包次数:{continousEmptyCount}"); |
| | | if (continousEmptyCount >= MaxContinousEmptyCount) |
| | | { |
| | | BattleDebug.LogError("连续多次没有战斗片段封包,自动回城休息!"); |
| | | Debug.LogError("连续多次没有战斗片段封包,自动回城休息!"); |
| | | MainFightRequest(0); // 0-停止战斗回城 |
| | | continousEmptyCount = 0; |
| | | packQueue.Clear(); |
| | |
| | | continousEmptyCount = 0; // 有包就重置 |
| | | } |
| | | |
| | | |
| | | // b421跟b426的包已经处理完了 |
| | | packQueue = new Queue<GameNetPackBasic>(newPackList); |
| | | packQueue = new Queue<GameNetPackBasic>(newPackList); |
| | | |
| | | DistributeNextPackage(); |
| | | } |
| | |
| | | // 专属于主线战斗的派发 |
| | | public bool DistributeNextPackage() |
| | | { |
| | | if (packQueue.Count > 0) |
| | | if (packQueue == null) |
| | | { |
| | | GameNetPackBasic pack = packQueue.Peek(); |
| | | |
| | | bool dequeue = false; |
| | | |
| | | if (pack is CustomHB426CombinePack) |
| | | { |
| | | CustomHB426CombinePack combinePack = pack as CustomHB426CombinePack; |
| | | packQueue.Dequeue(); |
| | | combinePack.Distribute(); |
| | | } |
| | | else if (pack is CustomB421ActionPack) |
| | | { |
| | | CustomB421ActionPack actionPack = pack as CustomB421ActionPack; |
| | | |
| | | dequeue = !actionPack.Distribute(); |
| | | } |
| | | else |
| | | { |
| | | BattleDebug.LogError("distribute pack " + pack.GetType().Name); |
| | | packQueue.Dequeue(); |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | |
| | | if (dequeue && packQueue.Count > 0) |
| | | { |
| | | packQueue.Dequeue(); |
| | | } |
| | | |
| | | return true; |
| | | Debug.LogWarning("DistributeNextPackage: packQueue为空或已处理完毕"); |
| | | return false; |
| | | } |
| | | else |
| | | |
| | | if (packQueue.Count <= 0) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | GameNetPackBasic pack = null; |
| | | try |
| | | { |
| | | pack = packQueue.Dequeue(); |
| | | } |
| | | catch (Exception ex) |
| | | { |
| | | Debug.LogError("DistributeNextPackage: Peek异常 " + ex); |
| | | return false; |
| | | } |
| | | |
| | | try |
| | | { |
| | | if (pack is CustomHB426CombinePack combinePack) |
| | | { |
| | | combinePack.Distribute(); |
| | | } |
| | | else if (pack is CustomB421ActionPack actionPack) |
| | | { |
| | | actionPack.Distribute(); |
| | | } |
| | | else |
| | | { |
| | | PackageRegedit.Distribute(pack); |
| | | } |
| | | } |
| | | catch (Exception ex) |
| | | { |
| | | Debug.LogError("DistributeNextPackage: 分发包异常 " + ex); |
| | | // 出错时主动移除当前包,防止死循环 |
| | | if (packQueue.Count > 0) |
| | | { |
| | | packQueue.Dequeue(); |
| | | } |
| | | return false; |
| | | } |
| | | |
| | | return packQueue.Count > 0; |
| | | } |
| | | |
| | | public void OnConnected() |
| | |
| | | if (!battlePackRelationList.TryGetValue(guid, out uidList)) |
| | | { |
| | | uidList = new List<ulong>(); |
| | | battlePackRelationList.Add(guid, uidList); |
| | | } |
| | | |
| | | uidList.Add(vNetPack.packUID); |
| | |
| | | } |
| | | |
| | | var pack = queue.Dequeue(); |
| | | BattleDebug.LogError("distribute pack " + pack.GetType().Name); |
| | | |
| | | PackageRegedit.Distribute(pack); |
| | | |
| | |
| | | battlePackRelationList.Remove(guid); |
| | | } |
| | | |
| | | BattleDebug.LogError("BattlePackage count is " + queue.Count); |
| | | } |
| | | #endregion |
| | | |
| | |
| | | { |
| | | BattleField battleField = null; |
| | | |
| | | bool isCreate = true; |
| | | if (battleFields.TryGetValue(guid, out battleField)) |
| | | { |
| | | BattleDebug.LogError("战场已存在 先进行销毁"); |
| | | battleField.Destroy(); |
| | | //主线战场需一直存在 |
| | | if (string.IsNullOrEmpty(guid)) |
| | | { |
| | | isCreate = false; |
| | | } |
| | | else |
| | | { |
| | | BattleDebug.LogError("战场已存在 先进行销毁"); |
| | | battleField.Destroy(); |
| | | } |
| | | } |
| | | |
| | | battleField = BattleFieldFactory.CreateBattleField(guid, MapID, FuncLineID, extendData, redTeamList, blueTeamList); |
| | | if (isCreate) |
| | | { |
| | | battleField = BattleFieldFactory.CreateBattleField(guid, MapID, FuncLineID, extendData, redTeamList, blueTeamList); |
| | | |
| | | onBattleFieldCreate?.Invoke(guid, battleField); |
| | | |
| | | if (string.IsNullOrEmpty(guid)) |
| | | { |
| | | storyBattleField = (StoryBattleField)battleField; |
| | | if (string.IsNullOrEmpty(guid)) |
| | | { |
| | | storyBattleField = (StoryBattleField)battleField; |
| | | } |
| | | battleFields.Add(guid, battleField); |
| | | onBattleFieldCreate?.Invoke(guid, battleField); |
| | | } |
| | | |
| | | battleFields.Add(guid, battleField); |
| | | |
| | | |
| | | battleField.Init(MapID, FuncLineID, extendData, redTeamList, blueTeamList); |
| | | |
| | |
| | | |
| | | // 目前支持 BYTE ReqType; // 0-停止战斗回城;1-设置消耗倍值;2-挑战关卡小怪;3-挑战关卡boss;4-继续战斗; |
| | | // 0-停止战斗回城 - 玩家主动点击回城时发送 |
| | | // 1-设置消耗倍值 - 玩家设置消耗倍值,对应到玩家FightPoint的值 |
| | | // 1-设置消耗倍值 - 玩家设置消耗倍值,对应到玩家useHarmerCount的值 |
| | | // 2-挑战关卡小怪 - 玩家点击开始战斗时发送,仅从休息状态到开始战斗时发送即可 |
| | | // 3-挑战关卡boss - 玩家请求挑战该关卡boss时发送 |
| | | // 3-重定义暂未使用 |
| | | // 4-继续战斗 - 玩家主线战斗中(包含主线小怪、主线boss),前端表现完后端同步的战斗片段后,可再回复该值,后端会根据战斗逻辑及流程自动回复下一段的战斗片段封包,一直循环 |
| | | public void MainFightRequest(byte reqType, uint reqValue = 0) |
| | | { |
| | |
| | | req.ReqValue = reqValue; |
| | | |
| | | GameNetSystem.Instance.SendInfo(req); |
| | | if (reqType >= 2) |
| | | isWaitServerStory = true; |
| | | } |
| | | |
| | | |
| | | public void Run() |
| | | { |
| | | foreach (var battleField in battleFields) |
| | | try |
| | | { |
| | | battleField.Value?.Run(); |
| | | foreach (var battleField in battleFields) |
| | | { |
| | | battleField.Value?.Run(); |
| | | } |
| | | } |
| | | catch (System.Exception ex) |
| | | { |
| | | Debug.LogError(ex); |
| | | } |
| | | } |
| | | |