mirror of
https://gitee.com/jisol/jisol-game/
synced 2025-06-26 03:14:47 +00:00
简单的PVP
This commit is contained in:
parent
1aa5900294
commit
074cfbd5bd
@ -26,10 +26,10 @@ import { JAPI, JAPIConfig } from "../../extensions/ngame/assets/ngame/util/JAPI"
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import { AppData } from "./AppData";
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import AppAction from "./AppAction";
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// let APIPath = `http://localhost:8080`
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// let WsPath = `ws://localhost:8080/websocket`
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let APIPath = `http://192.168.0.123:8080`
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let WsPath = `ws://192.168.0.123:8080/websocket`
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let APIPath = `http://localhost:8080`
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let WsPath = `ws://localhost:8080/websocket`
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// let APIPath = `http://192.168.0.123:8080`
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// let WsPath = `ws://192.168.0.123:8080/websocket`
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// let APIPath = `https://api.pet.jisol.cn`
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// let WsPath = `wss://api.pet.jisol.cn/websocket`
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@ -6,8 +6,15 @@ import { GUI } from "../ui/UIConfig";
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import BaseAction from "./BaseAction";
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export interface GPVPStart{
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leftTactical:string;
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rightTactical:string;
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leftTactical:string; //左边玩家的阵法
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leftPets:{[key:number]:string}; //左边玩家的宠物
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rightTactical:string; //右边玩家的阵法
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rightPets:{[key:number]:string}; //左边玩家的宠物
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}
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export interface GPVPText{
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text:string
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}
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export default class PVPAction extends BaseAction {
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@ -16,6 +23,7 @@ export default class PVPAction extends BaseAction {
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app.socket.on(GAction.C_MODE_PVP_START_WAIT,this.onModePVPStartWait,this);
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app.socket.on(GAction.C_MODE_PVP_END_WAIT,this.onModePVPEndWait,this);
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app.socket.on(GAction.C_MODE_PVP_START,this.onModePVPStart,this,GActionType.GPVPStart);
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app.socket.on(GAction.C_MODE_PVP_MESSAGE,this.onModePVPMessage,this,GActionType.GPVPText);
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}
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//PVP开始等待
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@ -33,7 +41,13 @@ export default class PVPAction extends BaseAction {
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//开始PVP
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onModePVPStart(info:GPVPStart){
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console.log("开始PVP",info);
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GBattleModeManager.getIns().Open(BattleMode.PVP,true);
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GBattleModeManager.getIns().Open(BattleMode.PVP,true,info);
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}
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//提示
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onModePVPMessage(info:GPVPText){
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console.log("提示PVP",info);
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app.layer.Open(GUI.Tips,{text:info.text})
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}
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}
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@ -5,12 +5,15 @@ import { JNFrameInfo } from "../../../extensions/ngame/assets/ngame/sync/frame/J
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import { Node } from "cc";
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import { Vec3 } from "cc";
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import { Camera } from "cc";
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import GBattleModeManager from "./GBattleModeManager";
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export default class GBaseMode<T> extends GObject<T> {
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export default class GBaseMode<T,DT> extends GObject<T> {
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//场景相机
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camera:Camera;
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//模式数据
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data:DT;
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get scene():Node{
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return this.node;
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@ -33,6 +36,11 @@ export default class GBaseMode<T> extends GObject<T> {
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}
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}
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//结束场景
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Close(){
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GBattleModeManager.getIns().Close();
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}
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onSyncUpdate(dt: number,frame:JNFrameInfo, input?: T) {
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//重置 场景中的层级
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@ -46,6 +46,12 @@ export default class GBattleModeManager extends Singleton {
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//默认模式
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default:BattleMode = BattleMode.OnHook; //默认无限模式
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//当前帧不切换模式
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frameNoSwitch:boolean = false;
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//模式数据
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data:any;
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//初始化管理器
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async onInit(info:GBattleModeInfo){
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@ -62,10 +68,12 @@ export default class GBattleModeManager extends Singleton {
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}
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//打开指定模式
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async Open(mode:BattleMode = null,isAuto:boolean = false){
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async Open(mode:BattleMode = null,isAuto:boolean = false,data:any = this.data){
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this.data = data;
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if(!this.current && mode == null){
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await this.Open(this.default,true);
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await this.Open(this.default,true,data);
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return;
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}else if(mode == null){
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return;
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@ -85,8 +93,7 @@ export default class GBattleModeManager extends Singleton {
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//主动调用场景销毁
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app.sync.onReset();
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this.current = null;
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await this.Open();
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this.frameNoSwitch = true;
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}
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@ -108,6 +115,7 @@ export default class GBattleModeManager extends Singleton {
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if(!this.isInit || this.current == null) return;
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let mode = instantiate(this.modes[this.current]);
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mode.getComponent(GBaseMode).camera = this.camera;
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mode.getComponent(GBaseMode).data = this.data;
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this.root.addChild(mode)
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}
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@ -124,6 +132,13 @@ export default class GBattleModeManager extends Singleton {
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app.sync.update(dt);
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//自动推帧
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this.onAutoFrame(dt);
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//如果当前模式是空则默认模式
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if(this.current == null && !this.frameNoSwitch){
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this.Open();
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}
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this.frameNoSwitch = false;
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}
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//自动推帧
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@ -43,15 +43,13 @@ export enum GOnHookModePlayerEnum{
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export interface GOnHookInfo{
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//阵法
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tactical: GTactical;
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//宠物列表
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roles: TB.TbGRole[];
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}
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/**
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* 挂机模式 无限出现小怪 (不是联机模式 该模式支持使用本地数据 和 API)
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*/
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@ccclass('GOnHookMode')
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export default class GOnHookMode extends GBaseMode<{}>{
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export default class GOnHookMode extends GBaseMode<{},{}>{
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@property(Prefab)
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rolePrefab: Prefab = null;
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@ -139,8 +137,8 @@ export default class GOnHookMode extends GBaseMode<{}>{
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this.map3.init(app.battleRes.maps[60001][2],1,app.battleRes.maps[60001][1].width * scale,1048 * scale);
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this.onUpdateMap(0);
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this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([]) };
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this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([]) };
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this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos) };
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this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos) };
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this.onUpdatePlayerPet();
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@ -379,8 +377,10 @@ export default class GOnHookMode extends GBaseMode<{}>{
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//角色受击回调
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onHitBack(role:GRoleDefault,hit:number){
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if(!role.get()) return;
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//添加受击显示
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app.event.emit(ModeRenderEvent.HIT,role,hit);
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app.event.emit(ModeRenderEvent.HIT,role.v2World.clone(),hit);
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}
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@ -8,6 +8,12 @@ import { GRoleUtil } from "../entity/GRole";
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import GRoleDefault from "../base/role/GRoleDefault";
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import { v3 } from "cc";
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import { TB } from "../../../resources/config/data/schema";
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import JNFrameTime from "../../../../extensions/ngame/assets/ngame/sync/frame/game/time/JNFrameTime";
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import GBattleModeManager from "../GBattleModeManager";
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import { app, TD } from "../../App";
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import { ModeRenderEvent } from "../../ui/Consts/Game/ModeRender";
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import { GPVPStart } from "../../action/PVPAction";
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import { PlayerPetOV } from "../../consts/API";
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const { ccclass, property } = _decorator;
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//PVP 角色
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@ -28,7 +34,7 @@ export interface GPVPModePlayerInfo{
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* PVP 模式
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*/
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@ccclass('GPVPMode')
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export default class GPVPMode extends GBaseMode<{}>{
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export default class GPVPMode extends GBaseMode<{},GPVPStart>{
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@property(Prefab)
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rolePrefab: Prefab = null;
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@ -51,11 +57,48 @@ export default class GPVPMode extends GBaseMode<{}>{
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//敌方位置
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enemyPos: Vec2 = new Vec2(400,0);
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//是否结束游戏
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isEndGame:boolean = false;
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get scene():Node{
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return this.objects;
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}
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onLoad(){
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//整理GPVPStart数据
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//宠物Id列表
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let leftTactical:number[] = JSON.parse(this.data.leftTactical);
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let rightTactical:number[] = JSON.parse(this.data.rightTactical);
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//宠物列表
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let leftTbs:TB.TbGRole[] = JSON.parse(this.data.leftTactical);
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let rightTbs:TB.TbGRole[] = JSON.parse(this.data.rightTactical);
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//玩家宠物信息
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for (let index = 0; index < leftTactical.length; index++) {
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const petId = leftTactical[index];
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if(petId != 0){
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let pet:PlayerPetOV = JSON.parse(this.data.leftPets[petId]);
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leftTbs[index] = TD.TbGRole.get(pet.petTbId);
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}else{
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leftTbs[index] = null;
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}
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}
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for (let index = 0; index < rightTactical.length; index++) {
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const petId = rightTactical[index];
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if(petId != 0){
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let pet:PlayerPetOV = JSON.parse(this.data.leftPets[petId]);
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rightTbs[index] = TD.TbGRole.get(pet.petTbId);
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}else{
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rightTbs[index] = null;
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}
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}
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this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: leftTbs };
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this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: rightTbs };
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super.onLoad();
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}
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@ -69,12 +112,9 @@ export default class GPVPMode extends GBaseMode<{}>{
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//初始化战斗
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console.log("GPVPMode 模式初始化");
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this.playerInfo = { tactical: GTactical.getTactical().setOffset(this.playerPos), roles: GRoleUtil.getGRoles([10004,10001,10004,10002,10003,10003]) };
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this.enemyInfo = { tactical: GTactical.getTactical(true).setOffset(this.enemyPos), roles: GRoleUtil.getGRoles([10002,10002,10001,10003,10004,10003]) };
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//生成玩家
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this.playerInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1,info))
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this.enemyInfo.roles.forEach((info,index) => this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1,info))
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//生成宠物
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this.playerInfo.roles.forEach((info,index) => info && this.onGenRole(GPVPModePlayerEnum.PLAYER,index+1,info))
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this.enemyInfo.roles.forEach((info,index) => info && this.onGenRole(GPVPModePlayerEnum.ENEMY,index+1,info))
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}
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@ -94,6 +134,11 @@ export default class GPVPMode extends GBaseMode<{}>{
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return this.getEnumy(entity,type);
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}
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//绑定受击回调
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entity.addHitCallback(this.onHitBack.bind(this));
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//绑定死亡回调
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entity.addKillBackEvent(this.onRoleKillBack.bind(this))
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this.addGObject(entity,tactical.getPosition(index));
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this.getOnesRole(type).push(entity);
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@ -111,6 +156,12 @@ export default class GPVPMode extends GBaseMode<{}>{
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if(type == GPVPModePlayerEnum.ENEMY) return this.enemyRoles;
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}
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//获取存活的宠物
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getOnesRoleAlive(type: GPVPModePlayerEnum):GRoleDefault[]{
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if(type == GPVPModePlayerEnum.PLAYER) return this.playerRoles.filter(role => !!role.get());
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if(type == GPVPModePlayerEnum.ENEMY) return this.enemyRoles.filter(role => !!role.get());
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}
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//获取敌人
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getEnumy(player:GRoleDefault,type:GPVPModePlayerEnum):GRoleDefault{
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@ -119,19 +170,65 @@ export default class GPVPMode extends GBaseMode<{}>{
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if(type == GPVPModePlayerEnum.ENEMY) enumyOnes = GPVPModePlayerEnum.PLAYER
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//获取敌人
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let roles = this.getOnesRole(enumyOnes);
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let roles = this.getOnesRoleAlive(enumyOnes);
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//返回敌人
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//获取我在第几排
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let playerXY = player.tactical.getXY(player.tacticalIndex);
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//通过排数获取最近的敌人
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let sort = roles.filter(role => !!role.get()).sort((enumy1,enumy2) => {
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let enumy1XY = enumy1.tactical.getXY(enumy1.tacticalIndex);
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let enumy2XY = enumy2.tactical.getXY(enumy2.tacticalIndex);
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return Math.abs((playerXY.y * 1000) - (enumy1XY.y * 1000)) + Math.abs((playerXY.x - enumy1XY.x)) -
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Math.abs((playerXY.y * 1000) - (enumy2XY.y * 1000)) + Math.abs((playerXY.x - enumy2XY.x))
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});
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return sort[0]
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//通过距离获取最近的敌人
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if(roles[0]){
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let len = Math.abs(Vec2.distance(player.v2World,roles[0].v2World));
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let enumy = roles[0];
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for (let index = 0; index < roles.length; index++) {
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const role = roles[index];
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let tLen;
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if(tLen = Math.abs(Vec2.distance(player.v2World,role.v2World)) < len){
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enumy = role;
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len = tLen;
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}
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}
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return enumy;
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}else{
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return null;
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}
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}
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//角色死亡回调
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onRoleKillBack(role:GRoleDefault){
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//死亡销毁
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JNFrameTime.getInstance().setTimeout(() => {
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if(role.isValid)
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role.node.destroy()
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},3000)
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this.onUpdateEndState();
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}
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//刷新结束状态
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onUpdateEndState(){
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//如果已经结束则返回
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if(this.isEndGame) return;
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//判断是否有队伍都死亡
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if(this.getOnesRoleAlive(GPVPModePlayerEnum.PLAYER).length == 0 || this.getOnesRoleAlive(GPVPModePlayerEnum.ENEMY).length == 0){
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this.isEndGame = true;
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//结束游戏
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JNFrameTime.getInstance().setTimeout(() => {
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this.Close();
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},3000)
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}
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}
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//角色受击回调
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onHitBack(role:GRoleDefault,hit:number){
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if(!role.get()) return;
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//添加受击显示
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app.event.emit(ModeRenderEvent.HIT,role.v2World.clone(),hit);
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}
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@ -15,5 +15,6 @@ export enum GAction {
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C_MODE_PVP_END = 3005, //PVP结束
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C_MODE_PVP_START_WAIT = 3006, //开始等待PVP开始
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C_MODE_PVP_END_WAIT = 3007, //结束等待PVP开始
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C_MODE_PVP_MESSAGE = 3008, //PVP 消息通知
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}
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@ -13,5 +13,6 @@ export enum GActionType {
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/*************** 游戏模式 : PVP **************/
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GPVPStart = "GPVPStart", //PVP 开始
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GPVPText = "GPVPText", //PVP 提示
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}
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@ -7,6 +7,7 @@ import { Prefab } from 'cc';
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import { instantiate } from 'cc';
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import { v3 } from 'cc';
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import { ModeRenderHitText } from './ModeRenderHitText';
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import { Vec2 } from 'cc';
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const { ccclass, property } = _decorator;
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export enum ModeRenderEvent{
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@ -34,11 +35,9 @@ export class ModeRender extends Component {
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}
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//受击
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onHit(role:GRoleDefault,hit:number){
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onHit(pos:Vec2,hit:number){
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if(!role.get()) return;
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let rolePos = GData.WorldCanvas.camera.worldToScreen(role.node.worldPosition);
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let rolePos = GData.WorldCanvas.camera.worldToScreen(v3(pos.x,pos.y));
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let hitNode = instantiate(this.hitPrefab);
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@ -16,9 +16,6 @@ export class MainView extends JNGLayerBase {
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onJNLoad(data?: any): void {
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//打开默认模式
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GBattleModeManager.getIns().Open();
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//发送消息
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ChatData.getIns().onSend({
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message:`${PlayerData.getIns().data.playerId} 加入游戏`
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@ -1 +1 @@
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Subproject commit ddba756071599f88801c2001235b59b152117740
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Subproject commit 275c3cf5d8f108a4ca9d6f22dabdd1d8b853c84c
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@ -6,7 +6,14 @@ option java_package = "cn.jisol.ngame.proto";
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//PVP 开始
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message GPVPStart {
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string leftTactical = 1; //左边的布阵
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string rightTactical = 2; //右边的布阵
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map<int64, string> leftPets = 2; //左边的宠物 key:宠物Id value 宠物配置Id
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string rightTactical = 3; //右边的布阵
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map<int64, string> rightPets = 4; //右边的宠物 key:宠物Id value 宠物配置Id
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}
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//PVP 消息提示
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message GPVPText {
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string text = 1; //消息提示
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}
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@ -16,5 +16,6 @@ public interface GActionEnum {
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int C_MODE_PVP_END = 3005; //PVP结束
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int C_MODE_PVP_START_WAIT = 3006; //开始等待PVP开始
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int C_MODE_PVP_END_WAIT = 3007; //结束等待PVP开始
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int C_MODE_PVP_MESSAGE = 3008; //PVP 消息通知
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}
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@ -1,6 +1,9 @@
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package cn.jisol.game.actions.onhook;
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import cn.hutool.json.JSON;
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import cn.hutool.json.JSONUtil;
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import cn.jisol.game.actions.GActionEnum;
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import cn.jisol.game.controller.game.GPlayerPetController;
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import cn.jisol.game.controller.game.GPlayerTacticalController;
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import cn.jisol.game.entity.game.PlayerTactical;
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import cn.jisol.game.network.client.GClient;
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@ -89,18 +92,51 @@ public class GPVPAction {
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}
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//获取双方的阵型
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GPlayerTacticalController tactical = SpringBeanUtils.getBean(GPlayerTacticalController.class);
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GPlayerTacticalController tacticalController = SpringBeanUtils.getBean(GPlayerTacticalController.class);
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GPlayerPetController petController = SpringBeanUtils.getBean(GPlayerPetController.class);
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String leftTactical = tacticalController.getInfo(client1.player).data.getTacticalData();
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String rightTactical = tacticalController.getInfo(client2.player).data.getTacticalData();
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//如果有人阵法是默认 则 不开始
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if (leftTactical.equals(tacticalController.InitTactical) || rightTactical.equals(tacticalController.InitTactical)){
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if(leftTactical.equals(tacticalController.InitTactical)){
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client1.invoke(GActionEnum.C_MODE_PVP_END_WAIT);
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client1.invoke(GActionEnum.C_MODE_PVP_MESSAGE, GPVPMessage.GPVPText.newBuilder().setText("你的阵法没有宠物~").build());
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}else{
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//加入回列表
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pool.addFirst(client1);
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}
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if(rightTactical.equals(tacticalController.InitTactical)){
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client2.invoke(GActionEnum.C_MODE_PVP_END_WAIT);
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client2.invoke(GActionEnum.C_MODE_PVP_MESSAGE, GPVPMessage.GPVPText.newBuilder().setText("你的阵法没有宠物~").build());
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}else{
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//加入回列表
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pool.addFirst(client2);
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}
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return;
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}
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//构建匹配信息
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GPVPMessage.GPVPStart info = GPVPMessage.GPVPStart.newBuilder()
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.setLeftTactical(tactical.getInfo(client1.player).data.getTacticalData())
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.setRightTactical(tactical.getInfo(client2.player).data.getTacticalData())
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.build();
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GPVPMessage.GPVPStart.Builder builder = GPVPMessage.GPVPStart.newBuilder()
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.setLeftTactical(leftTactical)
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.setRightTactical(rightTactical);
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//构建玩家宠物列表
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petController.getPetList(client1.player).data.forEach(pet -> {
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builder.putLeftPets(pet.getPetId(), JSONUtil.toJsonStr(pet));
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});
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petController.getPetList(client2.player).data.forEach(pet -> {
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builder.putLeftPets(pet.getPetId(), JSONUtil.toJsonStr(pet));
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});
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//取消等待
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client1.invoke(GActionEnum.C_MODE_PVP_END_WAIT);
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client2.invoke(GActionEnum.C_MODE_PVP_END_WAIT);
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GPVPMessage.GPVPStart info = builder.build();
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//PVP 开始
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client1.invoke(GActionEnum.C_MODE_PVP_START, info);
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client2.invoke(GActionEnum.C_MODE_PVP_START, info);
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@ -29,6 +29,9 @@ public class GPlayerTacticalController {
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@Autowired
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PlayerTacticalService playerTacticalService;
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//默认阵法
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public final String InitTactical = "[0,0,0,0,0,0,0,0,0]";
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//获取玩家阵法
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@ApiImplicitParams({})
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@ApiOperation(value = "获取玩家阵法")
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@ -49,7 +52,7 @@ public class GPlayerTacticalController {
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//如果没有阵法则默认一个阵法
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if(Objects.isNull(info.getTacticalData())){
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info.setTacticalData("[0,0,0,0,0,0,0,0,0]");
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info.setTacticalData(InitTactical);
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}
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return NewsContext.onSuccess("获取成功",info);
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Load Diff
@ -6,7 +6,14 @@ option java_package = "cn.jisol.ngame.proto";
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//PVP 开始
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message GPVPStart {
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string leftTactical = 1; //左边的布阵
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string rightTactical = 2; //右边的布阵
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map<int64, string> leftPets = 2; //左边的宠物 key:宠物Id value 宠物配置Id
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string rightTactical = 3; //右边的布阵
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map<int64, string> rightPets = 4; //右边的宠物 key:宠物Id value 宠物配置Id
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}
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//PVP 消息提示
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message GPVPText {
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string text = 1; //消息提示
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}
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