375 lines
12 KiB
Lua
375 lines
12 KiB
Lua
require "Message/SceneFight_pb"
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require "Message/RoomProto_pb"
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--require "Message/CommonProto_pb"
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MapFightManager = {}
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local this = MapFightManager
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local Network
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function this.Initialize()
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Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage)
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end
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function this.RegisterMessage(network)
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if network.type ~= SocketType.MAP_FIGHT then return end
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Network = network
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network.socket:RegistNetMessage(MessageTypeProto_pb.ROOM_START_GAME_INDICATION, this.OnRoomStartGame)
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network.socket:RegistNetMessage(MessageTypeProto_pb.SCENE_MSG_UPDATE_INDICATION, this.OnSceneInfoChange)
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network.socket:RegistNetMessage(MessageTypeProto_pb.SCENE_GAME_OVER_INDICATION, this.OnGameOver)
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Game.GlobalEvent:AddEvent(GameEvent.Room.GameStart, this.OnGameStart)
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this.RequestBloodyData()
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end
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this.selfAgent = nil
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this.otherAgents = nil
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this.walls = nil
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-- 请求血战数据
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function this.RequestBloodyData()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.ROOM_LOGIN_REQEUST, MessageTypeProto_pb.ROOM_LOGIN_RESPONSE, nil, function(buffer)
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local data = buffer:DataByte()
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local msg = RoomProto_pb.RoomLoginResponse()
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msg:ParseFromString(data)
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this.OnGameDataPrepare(msg.roomMatchSuccessIndication)
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end)
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end
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--匹配成功,请求准备数据
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function this.RoomStartGameReadyRequest(type)
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local data = RoomProto_pb.RoomStartGameReadyRequest()
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data.type = type
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.ROOM_START_GAME_READY_REQUEST, MessageTypeProto_pb.ROOM_START_GAME_READY_RESPONSE, msg, function(buffer)
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local data = buffer:DataByte()
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local msg = RoomProto_pb.RoomStartGameReadyResponse()
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msg:ParseFromString(data)
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end)
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end
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function this.OnRoomStartGame(buffer)
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local data = buffer:DataByte()
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local msg = RoomProto_pb.RoomStartGameIndication()
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msg:ParseFromString(data)
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Game.GlobalEvent:DispatchEvent(GameEvent.Room.GameStart, this.CurRoomType)
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end
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-- 初始化
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function this.OnGameDataPrepare(msg)
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if msg.type ~= 1 then
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return
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end
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this.ParseSceneInfo(msg.sceneInfo)
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this.walls = msg.sceneInfo.barrierPoint
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UIManager.OpenPanel(UIName.MapFightPanel)
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--重登时有可能监听到角色正在行走
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if #this.selfAgent.path > 0 then
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table.reverse(this.selfAgent.path, 1, #this.selfAgent.path)
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, this.selfAgent.playerUid, this.selfAgent.path)
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end
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for k, v in pairs(this.otherAgents) do
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if #v.path > 0 then
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table.reverse(v.path, 1, #v.path)
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, k, v.path)
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end
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end
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this.buffList = {} --获取所有buff信息
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for i=1, #msg.sceneInfo.actorEffectBufferInfo do
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local buff = this.CreateBuff(msg.sceneInfo.actorEffectBufferInfo[i])
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this.buffList[buff.id] = buff
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffAdd, buff)
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end
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this.mineralList = {} --获取所有散矿信息
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for i=1, #msg.sceneInfo.posMineral do
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local mineral = this.CreatePosMineral(msg.sceneInfo.posMineral[i])
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this.mineralList[mineral.pos] = mineral
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointAdd, mineral)
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end
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-- 获取血战剩余时间
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if msg.sceneInfo.remainTime then FightUIManager.remainTime = msg.sceneInfo.remainTime
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end
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this.RoomStartGameReadyRequest(RoomManager.CurRoomType)
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end
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function this.ParseSceneInfo(sceneInfo)
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this.otherAgents = {} --获取所有agent信息
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for i=1, #sceneInfo.SceneActor do
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local agent = this.CreateAgent(sceneInfo.SceneActor[i])
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if agent.playerUid == PlayerManager.uid then
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this.selfAgent = agent
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else
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this.otherAgents[agent.playerUid] = agent
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end
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end
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end
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function this.CreateBuff(buffInfo)
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local buff = {}
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buff.id = buffInfo.id
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buff.type = buffInfo.type
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buff.startTime = buffInfo.startTime
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buff.endTime = buffInfo.endTime
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buff.target = buffInfo.target
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buff.caster = buffInfo.caster
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buff.value = buffInfo.value
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return buff
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end
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function this.CreateAgent(agentInfo)
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local agent = {}
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agent.playerUid = agentInfo.id
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agent.type = agentInfo.type
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agent.curXY = agentInfo.curPos
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agent.state = agentInfo.state --1 未准备 2 已准备 3 游戏开始 4 不可移动 5 移动
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agent.userName = agentInfo.userName --1 未准备 2 已准备 3 游戏开始 4 不可移动 5 移动
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if agentInfo.Creature then
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agent.curHp = agentInfo.Creature.curHp
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agent.maxHp = agentInfo.Creature.maxHp
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agent.camp = agentInfo.Creature.camp
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agent.path = agentInfo.Creature.path
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agent.mineral = agentInfo.Creature.mineral
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agent.speed = agentInfo.Creature.speed / 1000
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agent.killNum = agentInfo.Creature.killNums
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end
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-- 过滤出所有玩家, 初始化
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--if agentInfo.type == 1 then
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-- local playerInfo = {}
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-- playerInfo.id = agentInfo.id
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-- playerInfo.name = agentInfo.userName
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-- playerInfo.nineralNum = agentInfo.Creature.mineral
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-- playerInfo.killNum = agentInfo.Creature.killNums
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-- FightUIManager.playerInfo[agentInfo.id] = playerInfo
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-- --table.insert(FightUIManager.playerInfo, agentInfo.id, playerInfo)
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--end
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FightUIManager.UpDateRankInfo(agentInfo)
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return agent
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end
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function this.CreatePosMineral(mineralInfo)
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local mineral = {}
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mineral.pos = mineralInfo.pos
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mineral.nums = mineralInfo.nums
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return mineral
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end
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function this.OnGameOver(buffer)
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local data = buffer:DataByte()
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local msg = SceneFight_pb.SceneEndIndication()
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msg:ParseFromString(data)
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FightUIManager.SetFightResultScoreData(msg.sceneSimpleRankInfo) -- 保存分数数据
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SocketManager.Disconnect(SocketType.MAP_FIGHT)
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RoomManager.IsMatch = 0
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.GameEnd)
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end
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function this.OnSceneInfoChange(buffer)
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local data = buffer:DataByte()
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local msg = SceneFight_pb.BroadMsgIndication()
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msg:ParseFromString(data)
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for i=1, #msg.removeBufferId do
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local buffId = msg.removeBufferId[i]
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if this.buffList[buffId] then
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local buff = this.buffList[buffId]
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this.buffList[buffId] = nil
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffRemove, buff)
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end
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end
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for i=1, #msg.removePosMineralId do
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local mineralId = msg.removePosMineralId[i]
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if this.mineralList[mineralId] then
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local mineral = this.mineralList[mineralId]
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this.mineralList[mineralId] = nil
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointRemove, mineral)
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end
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end
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for i=1, #msg.removeActorId do
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local actorId = msg.removeActorId[i]
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if this.otherAgents[actorId] then
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local agent = this.otherAgents[actorId]
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this.otherAgents[actorId] = nil
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.AgentRemove, agent)
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end
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end
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for i=1, #msg.SceneActor do
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this.CheckActorInfoChange(msg.SceneActor[i])
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end
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for i=1, #msg.ActorEffectBufferInfo do
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this.CheckBuffChange(msg.ActorEffectBufferInfo[i])
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end
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for i=1, #msg.PosMineral do
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this.CheckMineralChange(msg.PosMineral[i])
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end
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-- 场景广播消息
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for i = 1, #msg.sceneMsg do
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UIManager.OpenPanel(UIName.CurlingTipPanel, tostring(msg.sceneMsg[i].msg))
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end
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end
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function this.CheckActorInfoChange(actorInfo)
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local agent
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if this.selfAgent.playerUid == actorInfo.id then
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agent = this.selfAgent
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else
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if this.otherAgents[actorInfo.id] then
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agent = this.otherAgents[actorInfo.id]
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else
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agent = this.CreateAgent(actorInfo)
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this.otherAgents[actorInfo.id] = agent
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.AgentAdd, agent)
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return
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end
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end
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agent.speed = actorInfo.Creature.speed / 1000
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if agent.curHp ~= actorInfo.Creature.curHp then
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agent.curHp = actorInfo.Creature.curHp
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.HPChange, actorInfo.id, actorInfo.Creature.curHp)
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end
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if agent.mineral ~= actorInfo.Creature.mineral then
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agent.mineral = actorInfo.Creature.mineral
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FightUIManager.UpDateRankInfo(actorInfo)
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralChange, actorInfo.id, actorInfo.Creature.mineral)
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end
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agent.maxHp = actorInfo.Creature.maxHp
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agent.state = actorInfo.state
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if agent.killNums ~= actorInfo.Creature.killNums then
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agent.killNums = actorInfo.Creature.killNums
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FightUIManager.UpDateRankInfo(actorInfo)
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end
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if agent.curXY ~= actorInfo.curPos then
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.PositionChange, actorInfo.id, actorInfo.curPos)
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end
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if #actorInfo.Creature.path > 0 then
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if actorInfo.state == 5 then --怪触发战斗时,该状态不为5 但有巡逻路径,此时不能走
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--for i=1, #actorInfo.Creature.path do
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--end
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table.reverse(actorInfo.Creature.path, 1, #actorInfo.Creature.path)
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.Move, actorInfo.id, actorInfo.Creature.path)
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end
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else --后端推过来的路径为空时,需要打断本地的寻路路径
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.PositionChange, actorInfo.id, actorInfo.curPos)
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end
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end
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function this.CheckBuffChange(buffInfo)
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local buff
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if not this.buffList[buffInfo.id] then
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buff = this.CreateBuff(buffInfo)
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this.buffList[buff.id] = buff
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffAdd, buff)
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else
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buff = this.buffList[buffInfo.id]
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local newBuff = this.CreateBuff(buffInfo)
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this.buffList[buff.id] = newBuff
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.BuffChange, buff, newBuff)
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end
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end
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function this.CheckMineralChange(mineralInfo)
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local mineral
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if not this.mineralList[mineralInfo.pos] then
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mineral = this.CreatePosMineral(mineralInfo)
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this.mineralList[mineralInfo.pos] = mineral
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointAdd, mineral)
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else
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mineral = this.mineralList[mineralInfo.pos]
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local newMineral = this.CreatePosMineral(mineralInfo)
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this.mineralList[mineralInfo.pos] = newMineral
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Game.GlobalEvent:DispatchEvent(GameEvent.MapFight.MineralPointChange, mineral, newMineral)
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end
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end
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function this.OnGameStart(type)
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if type ~= 1 then
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return
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end
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end
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--请求移动
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function this.RoomSyncMyselfMoveRequest(pathList, func)
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local data = SceneFight_pb.SceneCommandRequest()
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data.type = 1
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table.reverse(pathList, 1, #pathList)
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for i = 1, #pathList do
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local point = pathList[i]
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data.parm:append(Map_UV2Pos(point.u, point.v))
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end
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.SCENE_COMMAND_REQUEST, MessageTypeProto_pb.SCENE_COMMAND_RESPONSE, msg, function(buffer)
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local data = buffer:DataByte()
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local msg = SceneFight_pb.SceneCommandResponse()
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msg:ParseFromString(data)
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--指令类型 1:表示行走
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--行为结果 1 : 成功 0:失败
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if msg.type == 1 and func then
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func(msg.result)
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end
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end)
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end
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return this |