BattleEventHandler.cs 1.3 KB

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  1. namespace ET.Server
  2. {
  3. [MessageHandler(SceneType.Game)]
  4. public class BattleEventHandler : AMHandler<BattleEventPushToServer>
  5. {
  6. protected override async ETTask Run(Session session, BattleEventPushToServer message)
  7. {
  8. //Log.Debug("to transfer client battle msg");
  9. SessionPlayerComponent component = session.GetComponent<SessionPlayerComponent>();
  10. //message.data
  11. session.DomainScene().GetComponent<FastStreamComponent>().SendData(component.PlayerId.ToString(), message.data);
  12. await ETTask.CompletedTask;
  13. }
  14. }
  15. [MessageHandler(SceneType.Game)]
  16. public class BattleClientReadyHandler : AMHandler<BattleClientReady>
  17. {
  18. protected override async ETTask Run(Session session, BattleClientReady message)
  19. {
  20. Scene scene = session.DomainScene();
  21. scene.GetComponent<ObjectWait>().Notify(new Wait_PlayerReady());
  22. WNPlayer player = session.GetComponent<SessionPlayerComponent>().GetMyPlayer();
  23. if (player != null)
  24. {
  25. player.OnReady();
  26. }
  27. if (player.Map != null)
  28. {
  29. player.Map.OnReady(player);
  30. }
  31. await ETTask.CompletedTask;
  32. }
  33. }
  34. }