using System; namespace ET.Server { /// /// 向场景增加单位 /// [MessageHandler(SceneType.Game)] public class C2G_AddUnitsToMapHandler: AMRpcHandler { protected override async ETTask Run(Session session, C2G_AddUnitsToMap request, G2C_AddUnitsToMap response, Action reply) { if (session.DomainScene().SceneType != SceneType.Game) { Log.Debug($"Game 请求的Scene错误...SceneType={session.DomainScene().SceneType}"); session.Dispose(); return; } // 移除session自动超时组件 session.RemoveComponent(); WNPlayer player = session.GetComponent().GetMyPlayer(); if (player == null) { Log.Debug($"操作错误, player is null"); response.Error = ErrorCode.ERR_OperationError; reply(); return; } // 参数判断 if (request.UnitId <= 0 || request.Force < 0 || request.Force > (int)AreaForce.FORCEB ) { Log.Debug($"参数错误...unitId={request.UnitId}, force={request.Force}"); response.Error = ErrorCode.ERR_ParameterError; reply(); return; } Struct.MonsterUnit unit = new Struct.MonsterUnit(); unit.id = request.UnitId; unit.force = request.Force; if (!string.IsNullOrEmpty(request.Flag)) { unit.flag = request.Flag; } else { unit.x = request.X; unit.y = request.Y; } unit.autoGuard = true; await player.Map.AddUnits(unit, false); reply(); } } }