namespace ET.Server { [MessageHandler(SceneType.Game)] public class C2G_EnterMapHandler : AMRpcHandler { protected override async ETTask Run(Session session, C2G_EnterMap request, G2C_EnterMap response) { Player player = session.GetComponent().GetMyPlayer(); // 在Game上动态创建一个Map Scene,把Unit从DB中加载放进来,然后传送到真正的Map中,这样登陆跟传送的逻辑就完全一样了 GameMapComponent gateMapComponent = player.AddComponent(); gateMapComponent.Scene = await SceneFactory.CreateServerScene(gateMapComponent, player.Id, IdGenerater.Instance.GenerateInstanceId(), gateMapComponent.DomainZone(), "GateMap", SceneType.Map); Scene scene = gateMapComponent.Scene; // 这里可以从DB中加载Unit Unit unit = UnitFactory.Create(scene, player.Id, UnitType.Player); unit.AddComponent(session.InstanceId); StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(session.DomainZone(), "Map1"); response.MyId = player.Id; // 等到一帧的最后面再传送,先让G2C_EnterMap返回,否则传送消息可能比G2C_EnterMap还早 TransferHelper.TransferAtFrameFinish(unit, startSceneConfig.InstanceId, startSceneConfig.Name).Coroutine(); } } }