mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
调整场景相关协议组的顺序
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@@ -21,7 +21,8 @@ func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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@@ -101,7 +102,8 @@ func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, pa
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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@@ -160,7 +162,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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// aoi
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oldGid := world.aoiManager.GetGidByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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newGid := world.aoiManager.GetGidByPos(motionInfo.Pos.X, motionInfo.Pos.Y, motionInfo.Pos.Z)
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if oldGid != newGid {
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if false && oldGid != newGid {
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// 跨越了格子
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oldGridList := world.aoiManager.GetSurrGridListByGid(oldGid)
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oldEntityIdMap := make(map[uint32]bool)
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@@ -211,7 +213,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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}
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}
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// 发送已消失格子里的实体消失通知
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g.RemoveSceneEntityNotifyToPlayer(player, delEntityIdList)
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_TYPE_REMOVE, delEntityIdList)
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// 发送新出现格子里的实体出现通知
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, addEntityIdList, false)
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// 更新玩家的位置信息
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@@ -224,7 +226,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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// 其他玩家
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for _, uid := range delUidList {
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otherPlayer := g.userManager.GetOnlineUser(uid)
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g.RemoveSceneEntityNotifyToPlayer(otherPlayer, []uint32{playerActiveAvatarEntityId})
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g.RemoveSceneEntityNotifyToPlayer(otherPlayer, proto.VisionType_VISION_TYPE_REMOVE, []uint32{playerActiveAvatarEntityId})
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}
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for _, uid := range addUidList {
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otherPlayer := g.userManager.GetOnlineUser(uid)
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@@ -357,7 +359,8 @@ func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloa
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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@@ -423,7 +426,8 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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