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增加操作类型枚举

johnclot69 6 months ago
parent
commit
09a50af233

+ 1 - 1
DotNet/Hotfix/Scenes/Game/Handler/C2G_JoinRoomHandler.cs

@@ -61,7 +61,7 @@ namespace ET.Server
                 return;
             }
             
-            // todo 房间状态是否可进入, 后面这个判断要调整
+            // 房间状态是否可进入
             HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
             if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 0)
             {

+ 1 - 2
DotNet/Hotfix/Scenes/Game/Handler/HGHH/C2G_HGHHDisCardHandler.cs

@@ -42,8 +42,7 @@ namespace ET.Server
                 return;
             }
             
-            // todo 玩家房间是否已开始, 后面这个判断要调整
-            // 房间状态
+            // 玩家房间是否已开始
             HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
             if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 2)
             {

+ 1 - 1
DotNet/Hotfix/Scenes/Game/Handler/HGHH/C2G_HGHHKickHandler.cs

@@ -67,7 +67,7 @@ namespace ET.Server
 				return;
 			}
 			
-			// todo 是否踢人状态, 后面这个判断要调整
+			// 状态是否可踢人
 			HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
 			if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 0)
 			{

+ 6 - 7
DotNet/Hotfix/Scenes/Game/Handler/HGHH/C2G_HGHHOperationHandler.cs

@@ -42,8 +42,7 @@ namespace ET.Server
                 return;
             }
             
-            // todo 玩家房间是否已开始, 后面这个判断要调整
-            // 房间状态
+            // 玩家房间是否已开始
             HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
             if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 2)
             {
@@ -91,19 +90,19 @@ namespace ET.Server
             {
                 switch (request.OpType)
                 {
-                    case 1:
+                    case (int)OperationType.CHI:
                         hgHuangHuangComponent.Chi(room, player, request.Card);
                         break;
-                    case 2:
+                    case (int)OperationType.PENG:
                         hgHuangHuangComponent.Peng(room, player);
                         break;
-                    case 3:
+                    case (int)OperationType.GANG:
                         hgHuangHuangComponent.Gang(room, player, request.Card);
                         break;
-                    case 4:
+                    case (int)OperationType.HU:
                         hgHuangHuangComponent.Hu(room, player);
                         break;
-                    case 5:
+                    case (int)OperationType.GUO:
                         hgHuangHuangComponent.Guo(room, player);
                         break;
                 }

+ 4 - 6
DotNet/Hotfix/Scenes/Game/Handler/HGHH/C2G_HGHHReadyHandler.cs

@@ -1,5 +1,6 @@
 using System;
 using System.Collections.Generic;
+using System.Linq;
 
 namespace ET.Server
 {
@@ -41,7 +42,7 @@ namespace ET.Server
                 return;
             }
             
-            // todo 玩家房间是否已开始, 后面这个判断要调整
+            // 玩家房间是否已开始
             HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
             if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 0)
             {
@@ -56,12 +57,9 @@ namespace ET.Server
             Log.Info($"id:{player.Id}, 玩家:{player.Name}, 状态:已准备,通知所有玩家");
             
             // 广播
-            foreach (Player p in room.GetAllPlayers().Values)
+            foreach (Player p in room.GetAllPlayers().Values.Where(p => p != null))
             {
-                if (p != null)
-                {
-                    MessageHelper.SendToClient(p, new G2C_HGHHReadyPush(){info = ProtoHelper.RoomToProto(room, p, null)});
-                }
+                MessageHelper.SendToClient(p, new G2C_HGHHReadyPush(){info = ProtoHelper.RoomToProto(room, p, null)});
             }
             
             // 返回

+ 12 - 0
DotNet/Model/Share/ConstGame.cs

@@ -26,4 +26,16 @@ namespace ET.Server
         /** 鄂州麻将 **/
         EzhouMahjong = 2,
     }
+
+    /// <summary>
+    /// 操作类型
+    /// </summary>
+    public enum OperationType
+    {
+        CHI = 1,
+        PENG = 2,
+        GANG = 3,
+        HU = 4,
+        GUO = 5,
+    }
 }