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();
}
}
}