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C# BaseGame.SendToAll方法代码示例

本文整理汇总了C#中BaseGame.SendToAll方法的典型用法代码示例。如果您正苦于以下问题:C# BaseGame.SendToAll方法的具体用法?C# BaseGame.SendToAll怎么用?C# BaseGame.SendToAll使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BaseGame的用法示例。


在下文中一共展示了BaseGame.SendToAll方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: HandleCommand

 public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     if(game is PVEGame)
     {
         PVEGame pve = game as PVEGame;
         int tryAgain = packet.ReadInt();
         bool isHost = packet.ReadBoolean();
         if (isHost == true)
         {
             if (tryAgain == 1)
             {
                 if (player.PlayerDetail.RemoveMoney(100) > 0)
                 {
                     //退回关卡结算
                     pve.WantTryAgain = 1;
                     game.SendToAll(packet);
                     player.PlayerDetail.LogAddMoney(AddMoneyType.Game, AddMoneyType.Game_TryAgain, player.PlayerDetail.PlayerCharacter.ID, 100, player.PlayerDetail.PlayerCharacter.Money);
                 }
                 else
                 {
                     player.PlayerDetail.SendInsufficientMoney((int)eBattleRemoveMoneyType.TryAgain);
                 }
             }
             else
             {
                 //退回房间
                 pve.WantTryAgain = 0;
                 game.SendToAll(packet);
             }
             pve.CheckState(0);
         }
     }
 }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:33,代码来源:TryAgainCommand.cs

示例2: HandleCommand

 public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     if (player.IsLiving && game.GameState == eGameState.Playing)
     {
         game.SendToAll(packet);
         player.Die();
         game.CheckState(0);
     }
 }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:9,代码来源:SuicideCommand.cs

示例3: HandleCommand

 public void  HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     if (game.GameState == eGameState.Loading)
     {
         player.LoadingProcess = packet.ReadInt();
         if (player.LoadingProcess >= 100)
         {
             game.CheckState(0);
         }
         game.SendToAll(packet);
     }
 }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:12,代码来源:LoadCommand.cs

示例4: HandleCommand

        public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
        {
            if (player.IsAttacking)
            {
                game.SendToAll(packet);

                bool tag = packet.ReadBoolean();
                byte speedTime = packet.ReadByte();

                player.PrepareShoot(speedTime);
            }
        }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:12,代码来源:FireTagCommand.cs

示例5: HandleCommand

        public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
        {
            if (player.IsLiving || player.IsAttacking)
            {
                GSPacketIn pkg = packet.Clone();
                pkg.ClientID = player.Id;
                game.SendToAll(pkg, player.PlayerDetail);

                byte type = packet.ReadByte();
                int tx = packet.ReadInt();
                int ty = packet.ReadInt();
                byte dir = packet.ReadByte();
                bool isLiving = packet.ReadBoolean();

                switch (type)
                {
                    case 0:
                    case 1:
                        //p.X = tx;
                        //p.Y = ty;
                        player.SetXY(tx, ty);
                        player.StartMoving();
                        if (player.Y - ty > 1 || player.IsLiving != isLiving)
                        {
                            //GameServer.log.Error(string.Format("修正掉落: 动作类型  {0}    原始Y:{1}     最新Y:{2}", type, ty, p.Y));
                            //把服务器修正的掉落指令和客户掉落指令加以区分。
                            pkg = player.PlayerDetail.Out.SendPlayerMove(player,3, player.X, player.Y, 0, player.IsLiving);
                            game.SendToAll(pkg, player.PlayerDetail);
                        }
                        break;
                    case 2:
                        if (player.IsLiving == false)
                        {
                            player.TargetPoint = new Point(tx, ty);
                        }
                        break;
                }
            }
        }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:39,代码来源:MoveStartCommand.cs

示例6: HandleCommand

        public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
        {
            if (player.IsAttacking)
            {
                packet.Parameter1 = player.Id;
                game.SendToAll(packet);

                //同客户端同步LifeTime
                game.SendSyncLifeTime();
                bool tag = packet.ReadBoolean();

                //开炮所需时间
                byte speedTime = packet.ReadByte();
                player.PrepareShoot(speedTime);
            }
        }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:16,代码来源:FireTagCommand.cs

示例7: HandleCommand

 public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     if (game.GameState == eGameState.SessionPrepared || game.GameState == eGameState.GameOver)
     {
         //if (player.Weapon == null)
         //{
         //    player.PlayerDetail.SendMessage(LanguageMgr.GetTranslation("Game.Server.SceneGames.NoEquip"));
         //    return;
         //}
         bool isReady = packet.ReadBoolean();
         if (player.Ready != isReady)
         {
             player.Ready = isReady;
             game.SendToAll(packet);
         }
     }
 }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:17,代码来源:MissionPrepareCommand.cs

示例8: HandleCommand

 public void  HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     if (game.GameState == eGameState.Loading)
     {
         player.LoadingProcess = packet.ReadInt();
         if (player.LoadingProcess >= 100)
         {
             game.CheckState(0);
         }
        var pkg = new GSPacketIn((short)ePackageType.GAME_CMD);
         pkg.WriteByte((byte)eTankCmdType.LOAD);
         //var pkg = packet.Clone();
       //  pkg.ClearContext();
         pkg.WriteInt(player.LoadingProcess);
         pkg.WriteInt(4);
         pkg.WriteInt(player.PlayerDetail.PlayerCharacter.ID);
         game.SendToAll(pkg);
     }
 }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:19,代码来源:LoadCommand.cs

示例9: HandleCommand

        public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
        {
            if (player.IsAttacking)
            {
                GSPacketIn pkg = packet.Clone();
                pkg.ClientID = player.PlayerDetail.PlayerCharacter.ID;
                pkg.Parameter1 = player.Id;
                game.SendToAll(pkg, player.PlayerDetail);

                byte type = packet.ReadByte();
                int tx = packet.ReadInt();
                int ty = packet.ReadInt();
                byte dir = packet.ReadByte();
                bool isLiving = packet.ReadBoolean();
                //Console.WriteLine("isLiving : {0}, tx : {1}, ty : {2}, type : {3}, playerId : {4}", isLiving, tx, ty, type, player.Id);
                switch (type)
                {
                    case 0:
                    case 1:
                        //p.X = tx;
                        //p.Y = ty;
                       // if (player.PlayerDetail.PlayerCharacter.NickName == "jacken123")
                           // Console.WriteLine(player.PlayerDetail.PlayerCharacter.NickName + "X坐标" + player.X.ToString() + "Y坐标" + player.Y.ToString());
                        player.SetXY(tx, ty);
                        player.StartMoving();
                       // if (player.PlayerDetail.PlayerCharacter.NickName == "jacken123")
                           // Console.WriteLine(string.Format("修正掉落: 动作类型  {0}    原始Y:{1}     最新Y:{2}", type, ty, player.Y));
                        if (player.Y - ty > 1 || player.IsLiving != isLiving)
                        {
                            //Console.WriteLine("player.IsLiving : {0}, playerId : {1}", player.IsLiving, player.Id);
                            //把服务器修正的掉落指令和客户掉落指令加以区分。
                            Console.WriteLine("玩家移动掉落:"+player.IsLiving.ToString());
                            game.SendPlayerMove(player, 3, player.X, player.Y, 0, player.IsLiving, null);
                        }
                        break;
                    case 2:
                        break;
                }
            }
        }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:40,代码来源:MoveStartCommand.cs

示例10: HandleCommand

 public void HandleCommand(BaseGame game,Player player, Game.Base.Packets.GSPacketIn packet)
 {
     player.WannaLeader = packet.ReadBoolean();
     game.SendToAll(packet);
 }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:5,代码来源:WannaLeadCommand.cs

示例11: HandleCommand

 public void HandleCommand(BaseGame game, Player player, GSPacketIn packet)
 {
     game.SendToAll(packet);
 }
开发者ID:vancourt,项目名称:BaseGunnyII,代码行数:4,代码来源:DirectionCommand.cs

示例12: ExecuteImp

        protected override void ExecuteImp(BaseGame game, long tick)
        {
            GSPacketIn pkg = new GSPacketIn((byte)ePackageType.GAME_CMD, m_living.Id);

            pkg.Parameter1 = m_living.Id;
            pkg.WriteByte((byte)eTankCmdType.LIVING_RANGEATTACKING);

            List<Living> playersAround = game.Map.FindPlayers(m_fx, m_tx, m_players);
            int count = playersAround.Count;
            foreach (Living p in playersAround)
            {
                if (m_living.IsFriendly(p) == true)
                    count--;
            }
            pkg.WriteInt(count);
            m_living.SyncAtTime = false;
            try
            {
                foreach (Living p in playersAround)
                {
                    p.SyncAtTime = false;

                    if (m_living.IsFriendly(p) == true)
                        continue;
                    int dander = 0;
                    p.IsFrost = false;
                    game.SendGameUpdateFrozenState(p);
                    int damage = MakeDamage(p);
                    int critical = MakeCriticalDamage(p, damage);
                    int totalDemageAmount = 0;
                    if (p.TakeDamage(m_living, ref damage, ref critical, "范围攻击"))
                    {
                        totalDemageAmount = damage + critical;
                        if (p is Player)
                        {
                            Player player = p as Player;
                            dander = player.Dander;
                        }
                    }
                    pkg.WriteInt(p.Id);
                    pkg.WriteInt(totalDemageAmount);
                    pkg.WriteInt(p.Blood);
                    //同步怒气值
                    pkg.WriteInt(dander);
                    //attackEffect
                    pkg.WriteInt(new Random().Next(2));
                }
                game.SendToAll(pkg);

                Finish(tick);
            }
            finally
            {
                m_living.SyncAtTime = true;
                foreach (Living p in playersAround)
                {
                    p.SyncAtTime = true;
                }
            }
        }
开发者ID:geniushuai,项目名称:DDTank-3.0,代码行数:60,代码来源:LivingRangeAttackingAction.cs


注:本文中的BaseGame.SendToAll方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。