712 lines
26 KiB
C#
712 lines
26 KiB
C#
using BrewMonster;
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using BrewMonster.Common;
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using CSNetwork;
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using CSNetwork.C2SCommand;
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using CSNetwork.Protocols;
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using CSNetwork.Protocols.RPCData;
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using CSNetwork.Security;
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using ModelRenderer.Scripts.Common;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using BrewMonster.Scripts.Task;
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using BrewMonster.UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace BrewMonster.Network
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{
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// How to connect to the server:
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// 1. Set the connection info
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// 2. Login
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public class UnityGameSession : MonoSingleton<UnityGameSession>
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{
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private const string WorldSceneName = "a61";
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private const string LoginSceneName = "LoginScene";
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private GameSession _gameSession;
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private bool _isInitialized = false;
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private string _ip = "";
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private int _port = 0;
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private string _username = "";
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private string _password = "";
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CECStubbornFactionInfoSender m_stubbornFactionInfoSender;
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public GameSession GameSession { get => _gameSession; }
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public CECC2SCmdCache GetC2SCmdCache() { return _gameSession.CmdCache; }
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#if UNITY_EDITOR
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public bool isDebg;
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private bool lastDebug;
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public void OnValidate()
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{
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if (_gameSession != null && isDebg != lastDebug)
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{
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_gameSession.IsDebug = isDebg;
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lastDebug = isDebg;
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}
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}
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#endif
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protected override void Awake()
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{
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Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
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GameSession.Context = SynchronizationContext.Current;
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base.Awake();
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}
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private void Start()
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{
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CECNPC.InitStaticRes();
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}
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/// <summary>
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/// Send a
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/// </summary>
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/// <param name="protocol"></param>
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/// <param name="complete"></param>
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public static void SendProtocol(Protocol protocol, Action complete = null)
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{
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if (!Instance._isInitialized)
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{
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return;
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}
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Instance._gameSession.SendProtocol(protocol, complete);
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}
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/// <summary>Set the connection info. This MUST be called call before login</summary>
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public static void SetConnectionInfo(string ip, int port)
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{
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BMLogger.Log($"Set connection info {ip} {port}");
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Instance._ip = ip;
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Instance._port = port;
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}
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/// <summary>
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/// Origin-like: In-game can only return to Select Role (LOGOUT(1)).
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/// This will load LoginScene and auto-login (using saved creds) to show the Select Role UI.
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/// </summary>
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public static void ReturnToSelectRole()
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{
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if (Instance == null) return;
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// Origin-like: in-game only returns to Select Role (auto-login using saved creds).
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// Keep world scene loaded (a61) but cleaned.
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_ = Instance.LogoutAndReturnAsync(outType: 1, entryTarget: LogoutFlowState.LoginEntryTarget.SelectRole, clearSavedCreds: false);
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}
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/// <summary>
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/// Origin-like: Account logout from Select Role (LOGOUT(0)).
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/// This will clear saved creds and load LoginScene showing username/password UI.
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/// </summary>
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public static void LogoutAccount()
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{
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if (Instance == null) return;
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_ = Instance.LogoutAndReturnAsync(outType: 0, entryTarget: LogoutFlowState.LoginEntryTarget.LoginUI, clearSavedCreds: true);
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}
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public static void c2s_CmdCastSkill(int idSkill, byte byPVPMask, int iNumTarget, int[] aTargets)
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{
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Instance._gameSession.CmdCache.SendCmdCastSkill(idSkill, byPVPMask, iNumTarget, aTargets);
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}
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public static void c2s_CmdCastInstantSkill(int idSkill, byte byPVPMask, int iNumTarget, int[] aTargets)
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{
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Instance._gameSession.CmdCache.SendCmdCastInstantSkill(idSkill, byPVPMask, iNumTarget, aTargets);
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}
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public static void c2s_CmdCastPosSkill(int idSkill, Vector3 vDest, byte byPVPMask, int iNumTarget, int aTargets)
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{
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Instance._gameSession.c2s_CmdCastPosSkill(idSkill, vDest, byPVPMask, iNumTarget, aTargets);
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}
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public static async Task Login(string username, string password, Action<bool> onLoginComplete = null)
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{
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Instance._username = username;
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Instance._password = password;
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if (Instance._ip == "" || Instance._port == 0)
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{
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BMLogger.LogError($"IP or port is not set {Instance._ip} {Instance._port}");
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onLoginComplete?.Invoke(false);
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return;
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}
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BMLogger.Log( $"Connecting to {Instance._ip} {Instance._port}...");
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await Instance.ConnectAsync(Instance._ip, Instance._port);
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if (!Instance._gameSession.IsConnected)
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{
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BMLogger.LogError($"Failed to connect to {Instance._ip} {Instance._port}");
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onLoginComplete?.Invoke(false);
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return;
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}
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Instance._gameSession.LoginAsync(username, password, onLoginComplete);
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}
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public void c2s_SendCmdStopMove(in Vector3 vDest, float fSpeed, int iMoveMode,
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byte byDir, ushort wStamp, int iTime)
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{
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Debug.LogWarning("HoangDev : c2s_SendCmdStopMove");
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Instance._gameSession.c2s_SendCmdStopMove(vDest, fSpeed, iMoveMode, byDir, wStamp, iTime);
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}
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public void c2s_CmdPlayerMove(in Vector3 vCurPos, in Vector3 vDest,
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int iTime, float fSpeed, int iMoveMode, ushort wStamp)
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{
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Instance._gameSession.c2s_CmdPlayerMove(vCurPos, vDest, iTime, fSpeed, iMoveMode, wStamp);
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}
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protected override void Initialize()
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{
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BaseSecurity.Initizalize();
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ProtocolFactory.RegisterAllProtocols();
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_gameSession = new GameSession();
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#if UNITY_EDITOR
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var path = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf("Assets"));
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#else
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var path = Application.persistentDataPath;
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#endif
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_gameSession.SetLogPath(Path.Combine(path, "Logs", "GameSession.log"));
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_isInitialized = true;
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DontDestroyOnLoad(gameObject);
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}
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private async Task LogoutAndReturnAsync(int outType, LogoutFlowState.LoginEntryTarget entryTarget, bool clearSavedCreds)
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{
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// Tell LoginScene what to show next.
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LogoutFlowState.NextLoginEntry = entryTarget;
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if (clearSavedCreds)
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{
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PlayerPrefs.DeleteKey("username");
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PlayerPrefs.DeleteKey("password");
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PlayerPrefs.Save();
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}
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try
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{
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if (_gameSession != null && _gameSession.IsConnected)
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{
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// Send LOGOUT(outType) like the original client.
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_gameSession.SendPlayerLogout(outType);
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// Wait briefly for server-driven disconnect.
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await WaitForDisconnectAsync(timeoutMs: 4000);
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}
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}
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catch (Exception ex)
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{
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BMLogger.LogError($"LogoutAndReturnAsync exception: {ex.Message}");
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}
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finally
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{
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// Fallback: if server didn't close, close locally.
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if (_gameSession != null && _gameSession.IsConnected)
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{
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_gameSession.Disconnect();
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}
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}
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// Return to LoginScene.
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// IMPORTANT: for outType=1 we must keep the world scene (a61) loaded; only "clean" runtime objects.
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await Task.Yield();
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// Requirement: even on account logout, keep a61 loaded (do not delete the world scene),
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// just clean runtime objects and show LoginScene UI.
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CleanRuntimeObjectsKeepWorld();
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await EnsureSceneLoadedAdditiveAsync(WorldSceneName);
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await EnsureLoginSceneAdditiveAndActivateAsync(keepSceneName: WorldSceneName);
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// When LoginScene is already loaded additively, Start() won't re-run.
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// Force the login UI to refresh to the correct entry state immediately.
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ApplyLoginEntryToUI(entryTarget);
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}
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private static void ApplyLoginEntryToUI(LogoutFlowState.LoginEntryTarget entryTarget)
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{
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try
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{
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// Find even if inactive (Resources.FindObjectsOfTypeAll returns inactive objects too).
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var all = Resources.FindObjectsOfTypeAll<LoginScreenUI>();
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for (int i = 0; i < all.Length; i++)
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{
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var ui = all[i];
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if (ui == null) continue;
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if (!ui.gameObject.scene.IsValid() || ui.gameObject.scene.name != LoginSceneName) continue;
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ui.ApplyLoginEntry(entryTarget);
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return;
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}
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}
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catch (Exception ex)
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{
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BMLogger.LogError($"ApplyLoginEntryToUI error: {ex.Message}");
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}
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}
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private static void CleanRuntimeObjectsKeepWorld()
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{
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// Spawned runtime objects (player/monsters/vfx) are parented under ObjectSpawner.
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// Destroying them "cleans" the world without unloading the scene (a61 remains loaded).
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try
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{
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var spawner = BrewMonster.ObjectSpawner.Instance;
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if (spawner == null) return;
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var root = spawner.transform;
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for (int i = root.childCount - 1; i >= 0; i--)
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{
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var child = root.GetChild(i);
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if (child != null)
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UnityEngine.Object.Destroy(child.gameObject);
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}
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}
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catch (Exception ex)
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{
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BMLogger.LogError($"CleanRuntimeObjectsKeepWorld error: {ex.Message}");
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}
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}
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private static async Task EnsureSceneLoadedAdditiveAsync(string sceneName)
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{
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if (string.IsNullOrEmpty(sceneName)) return;
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var s = SceneManager.GetSceneByName(sceneName);
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if (s.IsValid() && s.isLoaded) return;
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var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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while (op != null && !op.isDone)
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await Task.Yield();
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}
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private static async Task EnsureLoginSceneAdditiveAndActivateAsync(string keepSceneName)
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{
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// Load LoginScene additively if needed (do not unload keepSceneName, e.g., a61).
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var loginScene = SceneManager.GetSceneByName(LoginSceneName);
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if (!loginScene.IsValid() || !loginScene.isLoaded)
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{
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var op = SceneManager.LoadSceneAsync(LoginSceneName, LoadSceneMode.Additive);
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while (op != null && !op.isDone)
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await Task.Yield();
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loginScene = SceneManager.GetSceneByName(LoginSceneName);
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}
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if (loginScene.IsValid() && loginScene.isLoaded)
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{
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SceneManager.SetActiveScene(loginScene);
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}
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// Optionally unload other non-world scenes (keep a61 + LoginScene).
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// This prevents extra scenes like NPCRender staying around.
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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var s = SceneManager.GetSceneAt(i);
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if (!s.IsValid() || !s.isLoaded) continue;
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if (s.name == LoginSceneName) continue;
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if (!string.IsNullOrEmpty(keepSceneName) && s.name == keepSceneName) continue;
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// Only unload if it's not the active scene (we already switched active to LoginScene above).
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if (SceneManager.GetActiveScene() == s) continue;
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_ = SceneManager.UnloadSceneAsync(s);
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}
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}
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private Task WaitForDisconnectAsync(int timeoutMs)
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{
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if (_gameSession == null || !_gameSession.IsConnected)
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return Task.CompletedTask;
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var tcs = new TaskCompletionSource<bool>(TaskCreationOptions.RunContinuationsAsynchronously);
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void OnDisc() => tcs.TrySetResult(true);
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_gameSession.Disconnected += OnDisc;
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return Task.Run(async () =>
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{
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try
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{
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await Task.WhenAny(tcs.Task, Task.Delay(timeoutMs));
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}
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finally
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{
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_gameSession.Disconnected -= OnDisc;
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}
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});
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}
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public RoleInfo GetRoleInfo()
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{
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return _gameSession.GetRoleInfo();
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}
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/// <summary>Make sure username and password is set before calling this method</summary>
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private async Task ConnectAsync(string ip, int port)
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{
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if (!Instance._isInitialized)
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{
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BMLogger.LogError("GameSession is not initialized");
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return;
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}
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await Instance._gameSession.ConnectAsync(ip, port);
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}
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/// <summary>Get the list of created characters</summary>
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public static void GetRoleListAsync(Action<List<RoleInfo>> callback = null)
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{
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Instance._gameSession.GetRoleListAsync(callback);
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}
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public static void SelectRoleAsync(RoleInfo roleInfo, Action<RoleInfo> callback = null)
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{
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Instance._gameSession.SelectRoleAsync(roleInfo, callback);
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}
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public static void CreateRoleAsync(RoleInfo roleInfo, Octets referId, Action<RoleInfo> callback = null)
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{
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Instance._gameSession.CreateRoleAsync(roleInfo, referId, callback);
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}
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public static void EnterWorldAsync(RoleInfo roleInfo, Action callback = null)
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{
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Debug.Log("EnterWorldAsync !!!!! nay ");
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Instance._gameSession.EnterWorldAsync(roleInfo, callback);
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}
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public static void SendChatData(byte cChannel, in string szMsg, int iPack, int iSlot)
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{
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Instance._gameSession.SendChatData(cChannel, szMsg, iPack, iSlot);
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}
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public static void RequestInventoryAsync(byte byPackage, Action callback = null)
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{
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Instance._gameSession.c2s_SendCmdGetIvtrDetailData(byPackage, callback);
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}
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public static void RequesrQueryPlayerCash()
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{
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Instance._gameSession.c2s_SendCmdQueryCashInfo();
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}
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public static void RequestDropEquipItem(byte index)
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{
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Instance._gameSession.RequestDropEquipItem(index);
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}
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public static void RequestEquipItemAsync(byte iIvtrIdx, byte iEquipIdx, Action callback = null)
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{
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Instance._gameSession.c2s_SendCmdEquipItem(iIvtrIdx, iEquipIdx, callback);
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}
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public static void RequestPickupItem(int idItem, int tid)
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{
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Instance._gameSession.CmdCache.SendCmdPickUp(idItem, tid);
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}
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public static void RequestDropIvrtItem(byte index, int amount)
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{
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Instance._gameSession.RequestDropIvtrItem(index, amount);
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}
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public static void LoadConfigData()
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{
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Instance._gameSession.LoadConfigData();
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}
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public static void RequestCheckSecurityPassWd(string password)
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{
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Instance._gameSession.c2s_SendCmdOpenFashionTrash(password);
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}
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public static void c2s_SendCmdContinueAction()
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{
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Instance._gameSession.c2s_SendCmdContinueAction();
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}
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public static void c2s_CmdReviveVillage()
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{
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Instance._gameSession.CmdCache.SendCmdReviveVillage();
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}
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public static void c2s_CmdReviveItem()
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{
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Instance._gameSession.CmdCache.SendCmdReviveItem();
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}
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public static void RequestReviveByPlayer()
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{
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Instance._gameSession.RequestReviveByPlayer();
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}
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public static void c2s_SendCmdUseItemWithTarget(byte byPackage, byte bySlot, int tid, byte byPVPMask)
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{
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Instance._gameSession.c2s_SendCmdUseItemWithTarget(byPackage, bySlot, tid, byPVPMask);
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}
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public void RequestMallShopping(uint count, int good_id, int good_index, int good_pos)
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{
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var goods = new CMD_MallShopping.goods[]
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{
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new CMD_MallShopping.goods
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{
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goods_id = good_id,
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goods_index = good_index,
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goods_pos = good_pos
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}
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};
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Instance._gameSession.c2s_SendCmdMallShopping(count, goods);
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}
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public static void RequestAllInventoriesAsync(Action callback = null, params byte[] packages)
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{
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if (packages == null || packages.Length == 0)
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{
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packages = new byte[] { 0, 1, 2 };
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}
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int remaining = packages.Length;
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Action onOneDone = () =>
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{
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remaining--;
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if (remaining <= 0)
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{
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callback?.Invoke();
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}
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};
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foreach (var p in packages)
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{
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RequestInventoryAsync(p, onOneDone);
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}
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}
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public static void c2s_SendCmdNPCSevLearnSkill(int idSkill)
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{
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BMLogger.LogError("c2s_SendCmdNPCSevLearnSkill");
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Instance._gameSession.c2s_SendCmdNPCSevLearnSkill(idSkill);
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}
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public static void c2s_CmdNPCSevHello(int nid)
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{
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Instance._gameSession.CmdCache.SendCmdNPCSevHello(nid);
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}
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public static void c2s_CmdNormalAttack(byte byPVPMask)
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{
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Instance._gameSession.c2s_CmdNormalAttack(byPVPMask);
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}
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public static void c2s_CmdCancelAction()
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{
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Instance._gameSession.CmdCache.SendCmdCancelAction();
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}
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public static void c2s_CmdUnselect()
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{
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Instance._gameSession.c2s_CmdUnselect();
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}
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public static void c2s_CmdSelectTarget(int idTarget)
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{
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Instance._gameSession.CmdCache.SendCmdSelectTarget(idTarget);
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}
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public static void c2s_CmdNPCSevWaypoint()
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{
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Instance._gameSession.c2s_SendCmdNPCSevWaypoint();
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}
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public static void c2s_CmdNPCSevMakeItem(int idSkill, int idItem, uint dwCount)
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{
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Instance._gameSession.c2s_SendCmdNPCSevMakeItem(idSkill, idItem, dwCount);
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}
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public void GetFactionInfo(int iNumFaction, int[] aFactinoIDs)
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{
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m_stubbornFactionInfoSender.Add(iNumFaction, aFactinoIDs);
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}
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public static void c2s_CmdSendEnterPKPrecinct()
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{
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Instance._gameSession.c2s_CmdSendEnterPKPrecinctint();
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}
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public static void c2s_CmdNPCSevHeal()
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{
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}
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public static void c2s_CmdNPCSevAcceptTask(int idTask,int idStorage,int idRefreshItem)
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{
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Instance._gameSession.c2s_CmdNPCSevAcceptTask(idTask, idStorage, idRefreshItem);
|
|
}
|
|
|
|
public static void c2s_CmdNPCSevReturnTask(int idTask, int iChoice)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdNPCSevReturnTask(idTask, iChoice);
|
|
}
|
|
|
|
public static void c2s_CmdNPCSevTaskMatter(int idTask)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdNPCSevTaskMatter(idTask);
|
|
}
|
|
|
|
public static void c2s_CmdNPCSevBuy(int itemNum, npc_trade_item[] items)
|
|
{
|
|
if (items == null || itemNum <= 0)
|
|
return;
|
|
Instance._gameSession.c2s_SendCmdNPCSevBuy(itemNum, items);
|
|
}
|
|
|
|
public static void c2s_CmdNPCSevSell(int itemNum, npc_sell_item[] items)
|
|
{
|
|
if (items == null || itemNum <= 0)
|
|
return;
|
|
Instance._gameSession.c2s_SendCmdNPCSevSell(itemNum, items);
|
|
}
|
|
public static void c2s_CmdStandUp()
|
|
{
|
|
Instance._gameSession.c2s_SendCmdStandUp();
|
|
}
|
|
#region Task
|
|
public static void c2s_CmdGetAllData(bool byPack, bool byEquip, bool byTask)
|
|
{
|
|
//Debug.Log("[Dat]- SendCmdGetAllData");
|
|
Instance._gameSession.c2s_SendCmdGetAllData(byPack, byEquip, byTask);
|
|
}
|
|
|
|
public static void c2s_CmdEmoteAction(uint wPose)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdEmoteAction(wPose);
|
|
}
|
|
public static void c2s_CmdTaskNotify( byte[] pBuf, uint sz)
|
|
{
|
|
if (Instance != null && Instance._gameSession != null)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTaskNotify( pBuf, sz);
|
|
}
|
|
}
|
|
|
|
public static void c2s_CmdAutoTeamSetGoal(int type, int goal_id, int op)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdAutoTeamSetGoal(type, goal_id, op);//{ ::c2s_SendCmdAutoTeamSetGoal(type, goal_id, op); }
|
|
}
|
|
|
|
public static void c2s_CmdTeamInvite(int idPlayer)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamInvite(idPlayer);
|
|
}
|
|
public static void c2s_CmdTeamKickMember(int idMember)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamKickMember(idMember);
|
|
}
|
|
public static void c2s_CmdTeamLeaveParty()
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamLeaveParty();
|
|
}
|
|
public static void c2s_CmdTeamDismissParty()
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamDismissParty();
|
|
}
|
|
public static void c2s_CmdTeamSetPickupFlag(short pickupFlag)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamSetPickupFlag(pickupFlag);
|
|
}
|
|
public static void c2s_CmdTeamChangeLeader(int idNewLeader)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamChangeLeader(idNewLeader);
|
|
}
|
|
public static void c2s_CmdTeamMemberPos(int count, int[] memberIds)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdTeamMemberPos(count, memberIds);
|
|
}
|
|
|
|
public static void c2s_CmdGatherMaterial(int idMatter, int iToolPack, int idToolIndex, int idTool, int idTask)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdGatherMaterial(idMatter, iToolPack, idToolIndex, idTool, idTask);
|
|
}
|
|
#endregion
|
|
|
|
public static void GetRoleBaseInfo(int iNumRole, List<int> aRoleIDs)
|
|
{
|
|
Instance._gameSession.GetRoleBaseInfo(iNumRole, aRoleIDs);
|
|
}
|
|
|
|
public static void GetRoleCustomizeData(int iNumRole, List<int> aRoleIDs)
|
|
{
|
|
Instance._gameSession.GetRoleCustomizeData(iNumRole, aRoleIDs);
|
|
}
|
|
|
|
public void LoadScene(string sceneName, LoadSceneMode mode, Action<bool> actDone)
|
|
{
|
|
// SceneLoadService.Load(sceneName, mode, actDone);
|
|
StartCoroutine(LoadSceneCoroutine(sceneName, mode, actDone));
|
|
}
|
|
|
|
private IEnumerator LoadSceneCoroutine(string sceneName, LoadSceneMode mode, Action<bool> actDone)
|
|
{
|
|
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName, mode);
|
|
asyncLoad.allowSceneActivation = false;
|
|
while (!asyncLoad.isDone)
|
|
{
|
|
if (asyncLoad.progress >= 0.9f)
|
|
{
|
|
asyncLoad.allowSceneActivation = true;
|
|
}
|
|
yield return null;
|
|
}
|
|
actDone?.Invoke(true);
|
|
}
|
|
|
|
void OnDestroy()
|
|
{
|
|
_gameSession.Disconnect();
|
|
_gameSession.Dispose();
|
|
CECNPC.ReleaseStaticRes();
|
|
}
|
|
|
|
public static void c2s_CmdGoto(float x, float y, float z)
|
|
{
|
|
Instance._gameSession.c2s_CmdGoto(x, y, z);
|
|
}
|
|
|
|
public static void c2s_SendCmdUseItem(byte byPackage, byte bySlot, int tid, byte byCount)
|
|
{
|
|
Instance._gameSession.CmdCache.SendCmdUseItem(byPackage, bySlot, tid, byCount);
|
|
}
|
|
|
|
// Send C2S::GET_EXT_PROP commadn data
|
|
public static void c2s_SendCmdGetExtProps()
|
|
{
|
|
Instance._gameSession.CmdCache.SendCmdExtProps();
|
|
}
|
|
|
|
/// <summary>Send C2S::SET_STATUS_POINT (attribute point allocation).</summary>
|
|
public static void c2s_CmdSetStatusPts(int vitality, int energy, int strength, int agility)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdSetStatusPts(vitality, energy, strength, agility);
|
|
}
|
|
|
|
public static void c2s_SendCmdGivePresent(int roleid, int mail_id, int goods_id, int goods_index, int goods_slot)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdGivePresent(roleid, mail_id, goods_id, goods_index, goods_slot);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
_gameSession?.CmdCache?.Tick(Time.deltaTime);
|
|
}
|
|
public static void c2s_CmdNPCSevEmbed(ushort wStoneIdx, ushort wEquipIdx, int tidStone, int tidEquip)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdNPCSevEmbed(wStoneIdx, wEquipIdx, tidStone, tidEquip);
|
|
}
|
|
public static void c2s_CmdGetItemInfo(byte byPackage, byte bySlot)
|
|
{
|
|
Instance._gameSession.c2s_SendCmdGetItemInfo(byPackage, bySlot);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Small cross-scene state to tell LoginScene what to show after a logout flow.
|
|
/// This mirrors the original client: in-game can only return to Select Role; Account Logout happens from Select Role.
|
|
/// </summary>
|
|
public static class LogoutFlowState
|
|
{
|
|
public enum LoginEntryTarget
|
|
{
|
|
LoginUI = 0,
|
|
SelectRole = 1,
|
|
}
|
|
|
|
private static LoginEntryTarget _nextEntry = LoginEntryTarget.LoginUI;
|
|
|
|
public static LoginEntryTarget NextLoginEntry
|
|
{
|
|
get => _nextEntry;
|
|
set => _nextEntry = value;
|
|
}
|
|
|
|
/// <summary>Consume and reset to default (LoginUI).</summary>
|
|
public static LoginEntryTarget ConsumeNextLoginEntry()
|
|
{
|
|
var v = _nextEntry;
|
|
_nextEntry = LoginEntryTarget.LoginUI;
|
|
return v;
|
|
}
|
|
}
|
|
} |