68 lines
2.4 KiB
C#
68 lines
2.4 KiB
C#
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using Cal.DataTable;
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using System;
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namespace ET
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{
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[ActorMessageHandler]
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public class C2M_StartBattleIdleFightHandler : AMActorLocationRpcHandler<Unit, C2M_StartBattleIdleFight, M2C_StartBattleIdleFight>
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{
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protected override async ETTask Run(Unit unit, C2M_StartBattleIdleFight request, M2C_StartBattleIdleFight response, Action reply)
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{
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try
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{
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if (!unit.IsTeamLeader)
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{
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response.Message = "您不是队长!";
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reply();
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return;
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}
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if (unit.GetComponent<PlayerData>().IsBattleIdle)
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{
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response.Message = "正在战斗挂机中!";
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reply();
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return;
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}
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Team team = TeamComponent.Instance.Get(unit.TeamLeaderId);
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if (team.TeamState == TeamState.Fight)
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{
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response.Message = "战斗中!";
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reply();
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return;
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}
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var teamList = team.GetUnits();
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UnitScene unitScene = unit.GetComponent<UnitScene>();
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int sceneId = unitScene.MapId / 100;
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if (sceneId != Sys_SceneId.Scene_MainCity)
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{
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response.Message = "在城镇中才能开始战斗挂机!";
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reply();
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return;
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}
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int targetSceneId = request.SceneId + 10010;
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foreach (var u in teamList)
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{
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if (!u.GetComponent<PlayerData>().CanEnterMianStory(targetSceneId - 1))
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{
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response.Message = "队伍中至少有一人没通过这一章节!";
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reply();
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return;
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}
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}
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await Game.EventSystem.Publish(new EventType.ChangeMap { unit = unit, mapId = Sys_SceneId.Scene_BattleIdle*100+1 });
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foreach (var u in teamList)
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{
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u.GetComponent<PlayerData>().IsBattleIdle = true;
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}
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//!创建自动战斗组件
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BattleIdleMap.Instance.Create(unit.TeamLeaderId,targetSceneId);
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reply();
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await ETTask.CompletedTask;
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}
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catch (Exception e)
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{
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Log.Error(e);
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}
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}
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}
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}
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