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2024-08-23 15:49:34 +08:00

348 lines
12 KiB
C#

/********************************************************************
filename: Obj_MainPlayer_Master.cs
date: 2014-5-7 21-07
author: tangyi
purpose: 师门相关obj逻辑
*********************************************************************/
using UnityEngine;
using System.Collections;
using Games.LogicObj;
using System;
using Games.GlobeDefine;
using GCGame.Table;
using System.Collections.Generic;
namespace Games.LogicObj
{
public partial class Obj_MainPlayer : Obj_OtherPlayer
{
// //是否需要请求个人师门信息
// private bool m_bNeedRequestMasterInfo = true;
// public bool NeedRequestMasterInfo
// {
// get { return m_bNeedRequestMasterInfo; }
// set { m_bNeedRequestMasterInfo = value; }
// }
// //是否需要请求全服师门列表
// private bool m_bNeedRequestMasterList = true;
// public bool NeedRequestMasterList
// {
// get { return m_bNeedRequestMasterList; }
// set { m_bNeedRequestMasterList = value; }
// }
// //师门信息更新间隔,包括师门列表和师门信息
// private const int c_MasterRequestCoolDown = 30;
// //申请全服师门列表
// public void ReqMasterList()
// {
// if (null != GameManager.gameManager.PlayerDataPool.MasterPreList)
// {
// GameManager.gameManager.PlayerDataPool.MasterPreList.CleanUp();
// }
// CG_MASTER_REQ_LIST msg = (CG_MASTER_REQ_LIST)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_REQ_LIST);
// msg.Requester = GUID;
// msg.SendPacket();
// m_bNeedRequestMasterList = false;
// StartCoroutine(ResetMasterListFlag());
// }
// IEnumerator ResetMasterListFlag()
// {
// yield return new WaitForSeconds(c_MasterRequestCoolDown);
// m_bNeedRequestMasterList = true;
// }
// //申请师门信息
// public void ReqMasterInfo()
// {
//// if (null != GameManager.gameManager.PlayerDataPool.MasterInfo)
//// {
//// GameManager.gameManager.PlayerDataPool.MasterInfo.CleanUp();
//// }
// CG_MASTER_REQ_INFO msg = (CG_MASTER_REQ_INFO)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_REQ_INFO);
// msg.Requester = GUID;
// msg.SendPacket();
// //m_fLastRequestMasterInfoTime = Time.time;
// m_bNeedRequestMasterInfo = false;
// StartCoroutine(ResetMasterInfoFlag());
// }
// IEnumerator ResetMasterInfoFlag()
// {
// yield return new WaitForSeconds(c_MasterRequestCoolDown);
// m_bNeedRequestMasterInfo = true;
// }
// //申请创建师门
// public void ReqCreateMaster(string MasterName, string MasterNotice)
// {
// //检测名字长度
// if (MasterName.Length <= 0 || MasterName.Length > GlobeVar.MAX_MASTER_NAME)
// {
// return;
// }
// //检测公告长度
// if (MasterNotice.Length <= 0 || MasterNotice.Length > GlobeVar.MAX_MASTER_NOTICE)
// {
// return;
// }
// //玩家等级判断
// if (BaseAttr.Level < GlobeVar.CREATE_MASTER_LEVEL)
// {
// Singleton<ObjManager>.GetInstance().MainPlayer.SendNoticMsg(false, "#{3322}");
// return;
// }
// //有师门无法申请
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid != GlobeVar.INVALID_GUID)
// {
// //是待审批成员时 可以创建师门
// if (GameManager.gameManager.PlayerDataPool.IsMasterReserveMember() == false)
// {
// Singleton<ObjManager>.GetInstance().MainPlayer.SendNoticMsg(false, "#{3323}");
// return;
// }
// }
// CG_MASTER_CREATE msg = (CG_MASTER_CREATE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_CREATE);
// msg.MasterName = MasterName;
// msg.MasterNotice = MasterNotice;
// msg.SendPacket();
// }
// //申请加入师门
// public void ReqJoinMaster(UInt64 MasterGuid)
// {
// //师门Guid判断
// if (MasterGuid == GlobeVar.INVALID_GUID || MasterGuid == 0)
// {
// return;
// }
// //有师门无法申请
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid != GlobeVar.INVALID_GUID &&
// GameManager.gameManager.PlayerDataPool.IsMasterReserveMember() == false)
// {
// Singleton<ObjManager>.GetInstance().MainPlayer.SendNoticMsg(false, "#{3324}");
// return;
// }
// CG_MASTER_JOIN msg = (CG_MASTER_JOIN)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_JOIN);
// msg.MasterGuid = MasterGuid;
// msg.SendPacket();
// }
// //申请离开师门
// public void ReqLeavMaster()
// {
// //无师门无法申请
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid == GlobeVar.INVALID_GUID)
// {
// return;
// }
// CG_MASTER_LEAVE msg = (CG_MASTER_LEAVE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_LEAVE);
// msg.Requester = GUID;
// msg.SendPacket();
// }
// //批准待审批会员
// public void ReqApproveMasterMember(UInt64 approver, bool agree)
// {
// //无师门无法申请
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid == GlobeVar.INVALID_GUID)
// {
// return;
// }
// CG_MASTER_APPROVE_RESERVE msg = (CG_MASTER_APPROVE_RESERVE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_APPROVE_RESERVE);
// msg.ReserveMember = approver;
// msg.IsAgree = agree? 1: 0;
// msg.SendPacket();
// }
// //踢出某个会员
// public void ReqKickMasterMember(UInt64 kickedGuid)
// {
// if (kickedGuid == GlobeVar.INVALID_GUID || kickedGuid == 0)
// {
// return;
// }
// //无师门无法申请
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid == GlobeVar.INVALID_GUID)
// {
// return;
// }
// //非掌门不能申请
// if (GameManager.gameManager.PlayerDataPool.IsMasterChief() == false)
// {
// return;
// }
// if (kickedGuid == GUID)
// {
// return;
// }
// CG_MASTER_KICK msg = (CG_MASTER_KICK)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_KICK);
// msg.Kicked = kickedGuid;
// msg.SendPacket();
// }
// //请求激活技能
// public void ReqActiveMasterSkill(string skillname, int skillid)
// {
// //技能ID
// if (skillid < 0)
// {
// return;
// }
// //技能名称字数
// if (skillname.Length <= 0 || skillname.Length > GlobeVar.MAX_MASTER_SKILL_NAME)
// {
// return;
// }
// //掌门才能激活
// if (GameManager.gameManager.PlayerDataPool.IsMasterChief() == false)
// {
// return;
// }
// //激活师门技能需要师门薪火达到要求
// int SkillNum = GameManager.gameManager.PlayerDataPool.GetMasterSkillActiveNum();
// int MasterTorch = GameManager.gameManager.PlayerDataPool.MasterInfo.MasterTorch;
// Tab_MasterSkillLimit line = TableManager.GetMasterSkillLimitByID(SkillNum + 1, 0);
// if (line != null)
// {
// if (MasterTorch < line.MinMasterTorch)
// {
// string str = StrDictionary.GetClientDictionaryString("#{3275}", line.MinMasterTorch, line.ActiveConsumeNum);
// Singleton<ObjManager>.GetInstance().MainPlayer.SendNoticMsg(false, str);
// return;
// }
// if (MasterTorch < line.ActiveConsumeNum)
// {
// string str = StrDictionary.GetClientDictionaryString("#{3275}", line.MinMasterTorch, line.ActiveConsumeNum);
// Singleton<ObjManager>.GetInstance().MainPlayer.SendNoticMsg(false, str);
// return;
// }
// }
// CG_MASTER_ACTIVE_SKILL msg = (CG_MASTER_ACTIVE_SKILL)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_ACTIVE_SKILL);
// msg.SkillId = skillid;
// msg.SkillName = skillname;
// msg.SendPacket();
// }
// //请求学习技能
// public void ReqLearnMasterSkill(int skillid)
// {
// //技能ID
// if (skillid < 0)
// {
// return;
// }
// //没有师门不能学习
// if (GameManager.gameManager.PlayerDataPool.MasterInfo.MasterGuid == GlobeVar.INVALID_GUID)
// {
// return;
// }
// CG_MASTER_LEARN_SKILL msg = (CG_MASTER_LEARN_SKILL)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_LEARN_SKILL);
// msg.SkillId = skillid;
// msg.SendPacket();
// }
// //请求遗忘技能
// public void ReqForgetMasterSkill(int skillid)
// {
// //技能ID
// if (skillid < 0)
// {
// return;
// }
// //没有师门不能遗忘
// if (GameManager.gameManager.PlayerDataPool.IsHaveMaster() == false)
// {
// return;
// }
// CG_MASTER_FORGET_SKILL msg = (CG_MASTER_FORGET_SKILL)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_FORGET_SKILL);
// msg.SkillId = skillid;
// msg.SendPacket();
// }
// //请求修改公告
// public void ReqChangeNotice(string notice)
// {
// //检测公告长度
// if (notice.Length <= 0 || notice.Length > GlobeVar.MAX_MASTER_NOTICE)
// {
// return;
// }
// //只有掌门才能修改
// if (GameManager.gameManager.PlayerDataPool.IsMasterChief() == false)
// {
// return;
// }
// CG_MASTER_REQ_CHANGE_NOTICE msg = (CG_MASTER_REQ_CHANGE_NOTICE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_MASTER_REQ_CHANGE_NOTICE);
// msg.MasterNotice = notice;
// msg.SendPacket();
// //把本地的也改掉
// GameManager.gameManager.PlayerDataPool.MasterInfo.MasterNotice = notice;
// }
// public void ReqUpdateTorch()
// {
// //请求更新薪火值
// CG_ASK_TORCH_VALUE packet = (CG_ASK_TORCH_VALUE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_ASK_TORCH_VALUE);
// packet.SetType(1);
// packet.SendPacket();
// }
// //师门技能是否可用
// public bool MasterSkillCanUse(int skillid)
// {
// Tab_MasterSkill line = TableManager.GetMasterSkillByID(skillid, 0);
// if (line == null)
// {
// return false;
// }
// int baseskill = line.BaseSkill;
// //有师门
// if (GameManager.gameManager.PlayerDataPool.IsHaveMaster())
// {
// //师门激活了这个技能
// Master masterinfo = GameManager.gameManager.PlayerDataPool.MasterInfo;
// foreach (KeyValuePair<int, string> skill in masterinfo.MasterSkillList)
// {
// if (skill.Key > 0 && skill.Key == baseskill)
// {
// return true;
// }
// }
// }
// return false;
// }
}
}