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CTT/Server/Hotfix/Game/Handler/Map/C2M_ClickNPCHandler.cs

94 lines
3.8 KiB
C#

using Cal.DataTable;
using System;
namespace ET
{
[ActorMessageHandler]
public class C2M_ClickNPCHandler : AMActorLocationRpcHandler<Unit, C2M_ClickNPC, M2C_ClickNPC>
{
protected override async ETTask Run(Unit unit, C2M_ClickNPC request, M2C_ClickNPC response, Action reply)
{
Team team = TeamComponent.Instance.Get(unit.TeamLeaderId);
if (team.TeamState == TeamState.Fight)
{
response.Message = "战斗中...";
reply();
return;
}
var unitScene = unit.GetComponent<UnitScene>();
NPCBase nPCBase = DataTableHelper.Get<NPCBase>(request.NPCId);
if (unitScene.MapId != nPCBase.SceneId * 100 + nPCBase.MapLayer)
{
Log.Error($"*【{ UserComponent.Instance.Get(unit.Id)?.NickName} ({ unit.Id})】点击NPC场景{unitScene.MapId}错误");
response.Message = "系统错误";
reply();
return;
}
if ((unitScene.Position - new UnityEngine.Vector2(nPCBase.PosX, nPCBase.PosY)).sqrMagnitude > (MoveHelper.AtkDis))
{
Log.Error($"*【{ UserComponent.Instance.Get(unit.Id)?.NickName} ({ unit.Id})】点击NPC位置{unitScene.Position}错误");
response.Message = "系统错误";
reply();
return;
}
switch (request.NPCId)
{
case 1001://爱神
break;
case 1002://炼金术士
break;
case 1003://博士
int cardCount = QuestComponent.instance.CheckAnswerCard(unit.Id);
MessageHelper.SendActor(unit, new M2C_OpenQuestUI { Card = cardCount });
break;
case 1004://管家
MessageHelper.SendActor(unit, new M2C_OpenStoreUI());
break;
case 1008://普通商店
MessageHelper.SendActor(unit, new M2C_OpenShopUI());
break;
case 1009://寄售
{
var ret = new M2C_OpenConsignmentUI();
ret.TotalPage = await ConsignmentComponent.Instance.GetConsignmet(unit, ret.ConsignMapList);
MessageHelper.SendActor(unit, ret);
}
break;
case 1010://合成
{
var ret = new M2C_OpenForgeUI();
MessageHelper.SendActor(unit, ret);
}
break;
case 1011://炼化
MessageHelper.SendActor(unit, new M2C_OpenMeltEquipUI());
break;
case 1005://练级任务
case 1006://每日任务
case 1007://冲级任务
case 1012://第1层JJ
case 1013://第2层JJ
case 1014://第3层JJ
case 1015://第4层JJ
{
var taskList = TaskComponent.Instance.CanAcceptTask(unit, request.NPCId);
if (taskList.Count == 0) break;
M2C_OpenTaskUI ret = new M2C_OpenTaskUI();
ret.TaskList.AddRange(taskList);
MessageHelper.SendActor(unit, ret);
}
break;
}
await Game.EventSystem.Publish(new EventType.UpdateTaskState
{
unit = unit,
type = TaskTargetType.DialogTask,
value = request.NPCId
});
reply();
await ETTask.CompletedTask;
}
}
}