怪物死亡和世界宝箱随机掉落

This commit is contained in:
flswld
2023-03-29 14:59:53 +08:00
parent 13ee58cac9
commit ecec5a67ed
41 changed files with 875 additions and 709 deletions

View File

@@ -12,7 +12,7 @@ import (
)
// VehicleDestroyMotion 载具销毁动作
func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity, state proto.MotionState) {
func (g *Game) VehicleDestroyMotion(player *model.Player, entity *Entity, state proto.MotionState) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
@@ -28,7 +28,7 @@ func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity,
}
// CreateVehicleReq 创建载具
func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) CreateVehicleReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.CreateVehicleReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
@@ -65,7 +65,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
g.SendError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
return
}
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
GAME.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
// 记录创建的载具信息
player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
@@ -79,7 +79,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
}
// IsPlayerInVehicle 判断玩家是否在载具中
func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
func (g *Game) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntity *GadgetVehicleEntity) bool {
if gadgetVehicleEntity == nil {
return false
}
@@ -92,7 +92,7 @@ func (g *GameManager) IsPlayerInVehicle(player *model.Player, gadgetVehicleEntit
}
// DestroyVehicleEntity 删除载具实体
func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
func (g *Game) DestroyVehicleEntity(player *model.Player, scene *Scene, vehicleId uint32, entityId uint32) {
entity := scene.GetEntity(entityId)
if entity == nil {
return
@@ -124,7 +124,7 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
}
// EnterVehicle 进入载具
func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
func (g *Game) EnterVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
maxSlot := 1 // TODO 读取配置表
// 判断载具是否已满
gadgetEntity := entity.GetGadgetEntity()
@@ -162,7 +162,7 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
}
// ExitVehicle 离开载具
func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
func (g *Game) ExitVehicle(player *model.Player, entity *Entity, avatarGuid uint64) {
// 玩家是否进入载具
gadgetEntity := entity.GetGadgetEntity()
if !g.IsPlayerInVehicle(player, gadgetEntity.GetGadgetVehicleEntity()) {
@@ -196,7 +196,7 @@ func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGu
}
// VehicleInteractReq 载具交互
func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) {
func (g *Game) VehicleInteractReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.VehicleInteractReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)