class GameController:BaseController
{
public GameController(){}
//开始比赛
public string StartGame(数据, 客户端, 系统){}
//移动
public string Move(数据, 客户端, 系统) {}
//攻击
public string Shoot(数据, 客户端, 系统) {}
//受到伤害
public string Attack(数据, 客户端, 系统){}
//离开比赛
public string QuitBattle(数据, 客户端, 系统){}
}
class GameController:BaseController
{
public GameController(){}
//开始比赛
public string StartGame(string data, Client client, Server server){}
//移动
public string Move(string data, Client client, Server server) {}
//攻击
public string Shoot(string data, Client client, Server server) {}
//受到伤害
public string Attack(string data, Client client, Server server){}
//离开比赛
public string QuitBattle(string data, Client client, Server server){}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Common;
using GameServer.Servers;
namespace GameServer.Controller
{
class GameController:BaseController
{
public GameController()
{
requestCode = RequestCode.Game;
}
//开始比赛
public string StartGame(string data, Client client, Server server)
{
if (client.IsHouseOwner())
{
Room room = client.Room;
room.BroadcastMessage(client, ActionCode.StartGame, ((int)ReturnCode.Success).ToString());
room.StartTimer();
return ((int)ReturnCode.Success).ToString();
}
else
{
return ((int)ReturnCode.Fail).ToString();
}
}
//移动
public string Move(string data, Client client, Server server)
{
Room room = client.Room;
if (room != null)
room.BroadcastMessage(client, ActionCode.Move, data);
return null;
}
//攻击
public string Shoot(string data, Client client, Server server)
{
Room room = client.Room;
if (room != null)
room.BroadcastMessage(client, ActionCode.Shoot, data);
return null;
}
//受到伤害
public string Attack(string data, Client client, Server server)
{
int damage = int.Parse(data);
Room room = client.Room;
if (room == null) return null;
room.TakeDamage(damage, client);
return null;
}
//离开比赛
public string QuitBattle(string data, Client client, Server server)
{
Room room = client.Room;
if (room != null)
{
room.BroadcastMessage(null, ActionCode.QuitBattle, "r");
room.Close();
}
return null;
}
}
}