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- using ET.Client;
- using ET.EventType;
- namespace ET
- {
- [Event]
- public class ReOpenGame : BEvent<ReOpenGame>
- {
- protected override async ETTask OnEvent(ReOpenGame a)
- {
- UnitMgr.Instance.RecycleUnits();
- BattleMgr.Instance.InitBattleLayer();
- BattleUnit.Reset();
- var session = PlayerComponent.Instance.ClientScene().GetComponent<SessionComponent>().Session;
- var ret = await session.Call(new C2G_BindPlayer() { PlayerId = PlayerComponent.Instance.PlayerId }) as G2C_BindPlayer;
- if(ret.Error != ErrorCode.ERR_Success)
- {
- Log.Error($"login error: {ret.Error}:{ret.Message}");
- return;
- }
- G2C_EnterMap g2CEnterMap = await session.Call(new C2G_EnterMap() { InstanceId = ret.Player.instanceId }) as G2C_EnterMap;
- if (g2CEnterMap.Error != 0)
- {
- Log.Error(g2CEnterMap.Message);
- return;
- }
- //告诉战斗服 i am ready,然后战斗服才会在场景创建其它单位
- session.Send(new BattleClientReady());
- EventSystem.Instance.Publish<ShowHUDEvent>();
- }
- }
- }
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