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名师互学网 > IT > 软件开发 > 后端开发 > Java

装备系统步骤

Java 更新时间: 发布时间: IT归档 最新发布 模块sitemap 名妆网 法律咨询 聚返吧 英语巴士网 伯小乐 网商动力

装备系统步骤

学习前准备工作

玩家与所接任务的关系

TCharacterQuest

ID |

QuestID | 任务配置表的任务ID

CharacterID | 玩家操控的角色ID

Target1 | 任务目标1

Target2 | 任务目标2

Target3 | 任务目标3

Status | 任务状态

QuestStatus 任务状态

IN_PROGRESS | 进行中

FINISHED | 已完成

往request和response里添加请求任务列表与接受任务的相关协议,往角色信息里添加记录任务状态的类。

message NetMessageRequest{
  QuestListRequest questList = 12; 
	QuestAcceptRequest questAccept = 13;
}

message NetMessageResponse{
QuestListResponse questList = 12; 
	QuestAcceptResponse questAccept = 13;
}
message NCharacterInfo {
repeated NQuestInfo quests = 13;
}

//Quest System

enum QUEST_STATIS{
	IN_PROGRESS = 0;  //已接收,未完成
	COMPLATED =1;    //已完成,未提交
	FINISHED =2;     //已完成,已提交
	FAILED = 3;     //已失败
}
enum QUEST_LIST_TYPE{ 
	ALL = 0;
	IN_RPOGRESS = 1;
	FINISHED =2;
}
message NQuestInfo{
	int32 quest_id = 1;    //任务ID
	int32 quest_guid = 2;  //唯一ID
	QUEST_STATUS status= 3;
	repeated int32 targets = 4;
}
message QuestListRequest{
	QUEST_LIST_TYPE listType = 1;
}
message QuestListResponse{
	RESULT result = 1;
	string errormsg = 2;
	repeated NQuestInfo quests = 3;
}
message QuestAcceptRequest{
	int32 quest_id = 1;
}
message QuestAcceptResponse{
	RESULT result =1 ;
	string errormsg=2;
}

message QuestSubmitRequest{
	int32 quest_id = 1;
}
message QuestSubmitResponse{
	RESULT result = 1;
	string errormsg = 2;
}

添加Define数据类

  • #QuestDefine

    public enum QuestType 
        { 
        [Description("主线")]
        Main,
        [Description("支线")]
        Branch
        }
    
        public enum QuestTarget { 
           None,
           Kill,
           Item
        }
        class QuestDefine
        {
            public int ID { get; set; }
            public string Name { get; set; }
    
            public int LimitLevel { get; set; }
    
            public CharacterClass LimitClass { get; set; }
    
            public int PreQuest { get; set; }
    
            public QuestType Type { get; set; }
    
            public int AcceptNPC { get; set; }
            public int SubmitNPC { get; set; }
    
            public string Overview { get; set; }
            public string Dialog { get; set; }
            public string DialogAccept { get; set; }
            public string DialogDeny { get; set; }
            public string DialogInComplete { get; set; }
            public string DialogFinish { get; set; }
    
            public QuestTarget Target1 { get; set; }
            public int Target1ID { get; set; }
            public int Target1Num{ get; set; }
    
            public QuestTarget Target2 { get; set; }
            public int Target2ID { get; set; }
            public int Target2Num { get; set; }
            public QuestTarget Target3 { get; set; }
            public int Target3ID { get; set; }
            public int Target3Num { get; set; }
    
            public int RewardGold { get; set; }
            public int RewardExp { get; set; }
            public int RewardItem1 { get; set; }
            public int RewardItem1Count { get; set; }
            public int RewardItem2 { get; set; }
            public int RewardItem2Count { get; set; }
            public int RewardItem3 { get; set; }
            public int RewardItem3Count { get; set; }
        }
    

客户端:

此部分主要是制作任务详情界面,分为了主线任务与支线任务,可通过按钮切换进行中的任务和可承接的任务。

拼完UI后,需要对任务界面做处理。

首先,叙述关于QuestSystem任务界面的初始化。

Quest这个任务的实体类,初始化有两个重载的构造方法,

1:利用NQuestInfo作为参数,允许初始化内部的NQuestInfo Info字段。NQuestInfo主要由服务器端的数据传输。

2:利用QuestDefine作为参数,此方法无法初始化NQuestInfo Info字段,故将其设为NULL。

初始化类的流程是:

DataManager加载Quest表格文件。

UserService→QuestManager→UIQuestSystem

在QuestManager中

在UserService中调用的QuestManager.Init初始化方法,有从UserService中接收到的服务端数据,也有DataManager加载的表格数据。

有3种数据结构保存数据,

一种保存了进行中的任务questInfos,该数据保存了直接由服务器端传输过来的数据。

public List questInfos;

一种保存了所有的任务allQuests。由DataManager的数据和服务器端的数据一起初始化。

																												//任务ID,任务实体
public Dictionary allQuests = new Dictionary();

另一种保存了NPC和NPC拥有的任务npcQuests,保存了由npcId为key,以任务状态和任务列表组成的字典表作为Value。由DataManager的数据和服务器端的数据一起初始化。

public Dictionary>> npcQuests = 
             //npcId             任务状态      任务组成的List表     
new Dictionary>>();

在初始化方法中,首先将questInfos的数据和DataManager加载的表格数据通过方法QuestManager.AddNpcQuest(int npcId, Quest quest)加载入npcQuests中。

然后UIQuestSystem作为UI层使用初始化方法调用QuestManager.npcQuests的数据进行界面的初始化。遍历生成Item时,通过识别Define里的任务类别来决定生成的位置是在主线框,还是支线框。

  • #UIQuestSystem

    public class UIQuestSystem :UIWindow
        {
        public Text title;
        public GameObject itemPrefab;
        public TabView Tabs;        
        public ListView listMain;  //主线任务栏
        public ListView listBranch; //支线任务栏
    
        public UIQuestInfo questInfo;
    
        //是否显示可接任务
        private bool showAvailableList = true;
    
        void Start() {
            this.listMain.onItemSelected += this.OnQuestSelected;
            this.listBranch.onItemSelected += this.OnQuestSelected;
            this.Tabs.OnTabSelect+=OnSelectTab;
            RefreshUI();
            //QuestManager.Instance.onQuestChanged +=RefreshUI;
        }
    
        private void RefreshUI()
        {
            ClearAllQuestList();
            InitAllQuestItems();
    
        }
        void onDestroy() {
            //QuestManager.Instance.onQuestChanged -=RefreshUI;
        }
        private void InitAllQuestItems()
        {
            foreach (var kv in QuestManager.Instance.allQuests) {
                if (showAvailableList) { //是否只展现可接任务
                    //info是服务端传的数据,如果为空 则说明一定没有接过任务。
                    if (kv.Value.Info != null) //是否是个可接任务
                    {
                        continue;
                    }
                }else{
                        if (kv.Value.Info == null) {
                            continue;
                        }
                    }
    
                GameObject go = Instantiate(itemPrefab,kv.Value.Define.Type == QuestType.Main?this.listMain.transform:this.listBranch.transform);
                UIQuestItem ui = go.GetComponent();
                ui.SetQuestInfo(kv.Value);
                if (kv.Value.Define.Type == QuestType.Main)
                {
                    this.listMain.AddItem(ui as ListView.ListViewItem);
                }
                else {
                    this.listBranch.AddItem(ui as ListView.ListViewItem);
                }
    
            }
        }
    
        private void ClearAllQuestList()
        {
            this.listMain.RemoveAll();
            this.listBranch.RemoveAll();
    
        }
    
        public void onSelectTab(int idx) {
            //切换是否展现可接任务
            showAvailableList = idx == 1;
            RefreshUI();
        }
        //点击任务栏里的任务时
        private void onQuestSelected(ListView.ListViewItem item)
        {   //设置任务详情
            UIQuestItem questItem = item as UIQuestItem;
            this.questInfo.SetQuestInfo(questItem.quest);
        }
    }
    

场景是点击任务列表栏的单任务Item,需要在任务详情页面显示详情,这个类绑定在Item的Prefab中。

  • #UIQuestItem

    public class UIQuestItem : ListView.ListViewItem {
    
        public Text title;
        public Image background;
        public Sprite normalBg;
        public Sprite selectBg;
    
        public override void onSelected(bool selected)
        {
            this.background.overrideSprite = selected ? selectBg : normalBg;
        }
        public Quest quest;
    
        void Start() { 
            
        }
    
        bool isEquiped = false;
        public void SetQuestInfo(Quest quest) {
            this.quest = quest;
            if (this.title != null) this.title.text = this.quest.Define.Name;
        }
    
    }
    

ListView通用继承类,包含了Item。

  • #ListView

    public class ListView : MonoBehaviour
    {
        public UnityAction onItemSelected;
        public class ListViewItem : MonoBehaviour, IPointerClickHandler
        {
            private bool selected;
            public bool Selected
            {
                get { return selected; }
                set
                {
                    selected = value;
                    onSelected(selected);
                }
            }
            public virtual void onSelected(bool selected)
            {
            }
    
            public ListView owner;
    				//Item拥有点击事件。点击时将ListView(相当于这个Item的父对象)设为自身。
            public void onPointerClick(PointerEventData eventData)
            {
                if (!this.selected)
                {
                    this.Selected = true;
                }
                if (owner != null && owner.SelectedItem != this)
                {
                    owner.SelectedItem = this;
                }
            }
        }
    
        List items = new List();
    
        private ListViewItem selectedItem = null;
        public ListViewItem SelectedItem
        {
            get { return selectedItem; }
            private set
            {
                if (selectedItem!=null && selectedItem != value)
                {
                    selectedItem.Selected = false;
                }
                selectedItem = value;
                if (onItemSelected != null)
                    onItemSelected.Invoke((ListViewItem)value);
            }
        }
    
        public void AddItem(ListViewItem item)
        {
            item.owner = this;
            this.items.Add(item);
        }
    
        public void RemoveAll()
        {
            foreach(var it in items)
            {
                Destroy(it.gameObject);
            }
            items.Clear();
        }
    }
    

UIQuestDialog框,指的是点击NPC后弹出来的任务框。

该UI的初始化在于点击NPC时执行。

数据和初始化流程为Controller触发点击,执行NpcManager里的方法:将npcId传给QuestManager.Instance.OpenNPCQuest(npcId)方法,该方法会向ShowQuestDialog方法传递任务quest。优先度 已完成→正在完成→可接任务

				/// 
        ///  根据npcId从npcQuests里获取任务列表,并且将任务信息作为参数调用UI显示。
        /// 
        /// 
        /// 
        public bool OpenNPCQuest(int npcId)
        {
            Dictionary> status = new Dictionary>();
            if (this.npcQuests.TryGetValue(npcId, out status))
            {  //获得NPC任务
                if (status.ContainsKey(NPCQuestStatus.Complete) && status[NPCQuestStatus.Complete].Count > 0)
                {   //
                    return ShowQuestDialog(status[NPCQuestStatus.Complete].First());
                }
                if (status.ContainsKey(NPCQuestStatus.InComplete) && status[NPCQuestStatus.InComplete].Count > 0)
                {
                    return ShowQuestDialog(status[NPCQuestStatus.InComplete].First());
                }
                if (status.ContainsKey(NPCQuestStatus.Available) && status[NPCQuestStatus.Available].Count > 0)
                {
                    return ShowQuestDialog(status[NPCQuestStatus.Available].First());
                }
            }
            return false;

        }

直接看代码吧

/// 
        /// 显示任务Dialog
        /// 
        /// 
        /// 
        private bool ShowQuestDialog(Quest quest)
        {       //没有接任务或者任务已完成
            if (quest.Info == null || quest.Info.Status == QuestStatus.Completed)
	            { //
                UIQuestDialog dlg = UIManager.Instance.Show();
                dlg.SetQuest(quest);
              
           //往UIQuestDialog的父类UIWindow的handler注册方法,调用时机是关闭窗口时。
                dlg.onClose += OnQuestDialogClose;
                return true;
            }
            //接了任务 任务已完成
            if (quest.Info != null || quest.Info.Status == QuestStatus.Completed)
	            { 
                if (!string.IsNullOrEmpty(quest.Define.DialogInComplete))
                {   //显示文本
                    MessageBox.Show(quest.Define.DialogInComplete);
                }
            }
            return true;
        }
  • #UIQuestDialog

    public class UIQuestDialog:UIWindow
        {
        public UIQuestInfo questInfo;
        public Quest quest;
    
        public GameObject openButtons;
        public GameObject submitButtons;
    
        void Start()
        { }
    
        public void SetQuest(Quest quest) {
            this.quest = quest;
            this.UpdateQuest();
            //没有接这个任务
            if (this.quest.Info == null)
            {   //接任务btn显示
                openButtons.SetActive(true);
                //提交任务btn隐藏
                submitButtons.SetActive(false);
            }
            else {
                if (this.quest.Info.Status == SkillBridge.Message.QuestStatus.Completed)
                {
                    openButtons.SetActive(false);
                    submitButtons.SetActive(true);
                }
                else {
                    openButtons.SetActive(false);
                    submitButtons.SetActive(false);
                }
            }
        }
    
        private void UpdateQuest()
        {   //将任务信息更新到任务面板的详情页面
            if (this.quest != null) {
                if (this.questInfo != null) {
                    this.questInfo.SetQuestInfo(quest);
                }
            }
        }
    }
    

在UIWorldElement/UIWorldElementManager上(世界元素管理器)增加任务的感叹号。

  • #UIWorldElementManager

    public class UIWorldElementManager :MonoSingleton {
    
    	// Use this for initialization
    
    	public GameObject nameBar;
    	public GameObject npcStatusPrefab;
    
    	private Dictionary elementNames = new Dictionary();
    	private Dictionary elementStatus = new Dictionary();
    	void Start () {
    		
    	}
    	
    	
    
    	public void AddCharacterNameBar(Transform owner,Character character) {
    		GameObject newNameBar = Instantiate(nameBar, transform);
    		newNameBar.name = string.Format("{0}_[{1}]_NameBar",character.Name,character.entityId);
    		newNameBar.GetComponent().character = character;
    		
    		newNameBar.GetComponent().owner= owner;
    		newNameBar.GetComponent().height =2f;	
    		newNameBar.SetActive(true);
    		elementNames.Add(owner,newNameBar);
    	}
    	public void RemoveCharacterNameBar(Transform owner)
    	{
    		if (elementNames.ContainsKey(owner)){
    			Destroy(this.elementNames[owner]);
    			elementNames.Remove(owner);
    		}
    
    	}
    
    	public void AddNPCQuestStatus(Transform owner, NPCQuestStatus status) {
    		if (this.elementNames.ContainsKey(owner))
    		{
    			elementStatus[owner].GetComponent().SetQuestStatus(status);
    		}
    		else { 
    			GameObject go  = Instantiate(npcStatusPrefab,this.transform);
    			go.name = "NPCQuestStatus:"+owner.name;
    			go.GetComponent().owner = owner;
    			go.GetComponent().SetQuestStatus(status);
    			go.SetActive(true);
    			this.elementNames[owner] = go;
    		}
    	}
    	public void RemoveNPCQuestStatus(Transform owner) {
    		if (this.elementStatus.ContainsKey(owner)) {
    			Destroy(this.elementStatus[owner]);
    			this.elementStatus.Remove(owner);
    		}
    	}
    
    }
    

第二部分

事先准备:

此部分主要处理:点击NPC弹出任务详情,可以点击接受任务,提交任务,得到任务奖赏。

首先需要处理接受任务后实际视觉层的变化,接任务后人物头顶的任务状态标识会改变。

所以需要在NpcController里往QuestManager里注册方法,当QuestManager更新完内存里的任务后,触发这个注册方法。

  • #NpcController

    public class NpcController : MonoBehaviour {
    	NPCQuestStatus questStatus;
    	// Use this for initialization
    	void Start() {
    		//往QuestManager里注册方法。
    		QuestManager.Instance.onQuestStatusChanged += OnQuestStatusChanged;
    	}
    
    void onQuestStatusChanged(Quest quest) {
    		if (quest.Define.AcceptNPC == NpcId|| quest.Define.SubmitNPC == NpcId) { 
    		this.RefreshNPCStatus();
    		}
    	}
    
    	/// 
    	/// Controller用于刷新NPC头顶的任务状态,
    	/// 
    	private void RefreshNPCStatus()
        { 
    		questStatus = QuestManager.Instance.GetNPCQuestStatusByNPC(NpcId);
    		UIWorldElementManager.Instance.AddNPCQuestStatus(transform,questStatus); 
    	}
    	
    	void onDestory() {
    		QuestManager.Instance.onQuestStatusChanged -= OnQuestStatusChanged;
            if (UIWorldElementManager.Instance != null)
            {	//移除
    			UIWorldElementManager.Instance.RemoveNPCQuestStatus(transform);
    
            }
    }
    

首先会从Dialog部分开始,UIQuestDialog里为关闭Dialog的事件注册了OnQuestDialogClose方法,(上接 dlg.onClose += OnQuestDialogClose;)

/// 
        /// 监控窗口关闭 是因什么原因关闭的,并且触发相应方法。
        /// 
        /// 
        /// 
        void onQuestDialogClose(UIWindow sender, UIWindow.WindowResult result)
        {
            UIQuestDialog dlg = (UIQuestDialog)sender;
            //如果是点击了提交或者承接任务
            if (result == UIWindow.WindowResult.Yes)
            {
                //没接任务,则属于点击了承接任务按钮
                if (dlg.quest.Info == null)
                {
                    QuestService.Instance.SendQuestAccept(dlg.quest);

                    //如果任务已完成,则属于点击了完成按钮。
                }
                else if (dlg.quest.Info.Status == QuestStatus.Completed)
                {
                    QuestService.Instance.SendQuestSubmit(dlg.quest);
                }
                //点击了放弃任务的情况
            }
            else if (result == UIWindow.WindowResult.No)
            {
                MessageBox.Show(dlg.quest.Define.DialogDeny);
            }
        }

//UIWindow部分
public event CloseHandler OnClose;
	public delegate void CloseHandler(UIWindow sender, WindowResult result);

	public virtual Type Type { get { return this.GetType(); } }
	public void Close(WindowResult result = WindowResult.None) {
		UIManager.Instance.Close(this.Type);
		if (this.onClose != null) {
			this.onClose(this, result);
		}
		this.onClose = null;
	}

SendQuestAccept(dlg.quest)与SendQuestSubmit(dlg.quest);各为相应的传输服务端方法,只需要传输questId即可。

public bool SendQuestSubmit(Quest quest)
        {
            Debug.Log("SendQuestSubmit");
            NetMessage message = new NetMessage();
            message.Request = new NetMessageRequest();
            message.Request.questSubmit = new QuestSubmitRequest();
            message.Request.questSubmit.QuestId = quest.Define.ID;
            NetClient.Instance.SendMessage(message);
            return true;
        }

当客户端收到有关任务系统的响应后,

//服务端返回响应后触发。
private void onQuestSubmit(object sender, QuestAcceptResponse message)
        {
            Debug.LogFormat("OnQuestSubmit:{0},{1}", message.Result, message.Errormsg);
            if (message.Result == Result.Success)
            {
                QuestManager.Instance.onQuestSubimted(message.Quest);
            }
            else {
                MessageBox.Show("任务接受失败","错误",MessageBoxType.Error);
            }
        }
private void onQuestAccept(object sender, QuestAcceptResponse message)
        {
            Debug.LogFormat("OnQuestAccept:{0},{1}", message.Result, message.Errormsg);
            if (message.Result == Result.Success)
            {
                QuestManager.Instance.onQuestAccepted(message.Quest);
            }
            else
            {
                MessageBox.Show("任务接受失败", "错误", MessageBoxType.Error);
            }
        }

//触发OnQuestSubimted和onQuestAccepted
public void onQuestAccepted(NQuestInfo info)
        {   //更新客户端内的allQuests列表,改变里面的任务状态
            var quest = this.RefreshQuestStatus(info);
            MessageBox.Show(quest.Define.DialogAccept); 
        }

        public void onQuestSubimted(NQuestInfo info)
        {
            var quest = this.RefreshQuestStatus(info);
            MessageBox.Show(quest.Define.DialogFinish);
        }
        /// 
        ///  当任务状态发生改变 其他层要做的动作
        /// 
        public UnityAction onQuestStatusChanged;
	
        /// 
        /// 从网络接收到数据后(网络接收的说明是点击承接了的任务),把allQuests的任务状态更新
        /// 
        /// 
        /// 
        Quest RefreshQuestStatus(NQuestInfo quest) {
            this.npcQuests.Clear();
            Quest result;

						//把NQuestInfo的数据更新进allQuests
            if (this.allQuests.ContainsKey(quest.QuestId))
            {
                //更新新的任务状态
                this.allQuests[quest.QuestId].Info = quest;
                result = this.allQuests[quest.QuestId];
            }
            else {
                result = new Quest(quest);
                this.allQuests[quest.QuestId] = result;
            }
						//从DataManager的表格数据里更新allQuests。
            CheckAvailableQuests();
            foreach (var kv in this.allQuests) {
                this.AddNpcQuest(kv.Value.Define.AcceptNPC, kv.Value);
                this.AddNpcQuest(kv.Value.Define.SubmitNPC, kv.Value);
            }

						//更新人物头顶的任务状态,注册自NpcController
            if (onQuestStatusChanged != null) {
                onQuestStatusChanged(result);
            }
            return result;
        }

服务器端:

  • #QuestManager

    public class QuestManager
        {
            private Character owner;
    
            public QuestManager(Character owner)
            {
                this.owner = owner;
            }
    
            public void GetQuestInfos(List list)
            {
                foreach (var quest in this.owner.Data.Quests)
                {
                    list.Add(GetQuestInfo(quest));
                }
            }
            public NQuestInfo GetQuestInfo(TCharacterQuest quest)
            {
                return new NQuestInfo
                {
                    QuestId = quest.QuestId,
                    Status = (QuestStatus)quest.Status,
                    Targets = new int[3] { quest.Target1, quest.Target2, quest.Target3 }
                };
    
            }
    
            public Result AcceptQuest(NetConnection sender, int questId)
            {
                Character character = sender.Session.Character;
                QuestDefine define;
    
                if (DataManager.Instance.Quests.TryGetValue(questId, out define))
                {
                    var dbQuest = DBService.Instance.Entities.CharacterQuests.Create();
                    dbQuest.QuestId = questId;
    
                    if (define.Target1 == QuestTarget.None)
                    {
                        //没有目标直接完成
                        dbQuest.Status = (int)QuestStatus.Completed;
                    }
                    else
                    {
                        dbQuest.Status = (int)QuestStatus.InProgress;
                    }
    
                    sender.Session.Response.questAccept.Quest = this.GetQuestInfo(dbQuest);
                    character.Data.Quests.Add(dbQuest);
                    DBService.Instance.Save();
                    return Result.Success;
    
                }
                else
                {
                    sender.Session.Response.questAccept.Errormsg = "任务不存在";
                    return Result.Failed;
                }
    
            }
    
            public Result SubmitQuest(NetConnection sender, int questId)
            {
                Character character = sender.Session.Character;
                QuestDefine define;
    
                if (DataManager.Instance.Quests.TryGetValue(questId, out define))
                {   //得到数据库数据
                    var dbQuest = character.Data.Quests.Where(q => q.QuestId == questId).FirstOrDefault();
    
                    if (dbQuest != null)
                    {
                        //该任务的状态还不是已完成。Completed:任务完成还未提交 Finished:任务已完成已提交
                        if (dbQuest.Status != (int)QuestStatus.Completed)
                        {
                            //还不是完成状态
                            sender.Session.Response.questSubmit.Errormsg = "任务未完成";
                            return Result.Failed;
                        }
                        dbQuest.Status = (int)QuestStatus.Finished;
                        sender.Session.Response.questSubmit.Quest = this.GetQuestInfo(dbQuest);
                        DBService.Instance.Save();
    
                        //处理任务奖励
                        if (define.RewardGold > 0)
                        {
                            character.Gold += define.RewardGold;
                        }
                        if (define.RewardExp > 0)
                        {
                            //character.EXP += define.RewardExp;
                        }
                        if (define.RewardItem1 > 0)
                        {
                            character.itemManager.AddItem(define.RewardItem1, define.RewardItem1Count);
                        }
                        if (define.RewardItem2 > 0)
                        {
                            character.itemManager.AddItem(define.RewardItem2, define.RewardItem2Count);
                        }
                        if (define.RewardItem3 > 0)
                        {
                            character.itemManager.AddItem(define.RewardItem3, define.RewardItem3Count);
                        }
                        DBService.Instance.Save();
                        return Result.Success;
    
                    }
                    sender.Session.Response.questSubmit.Errormsg = "任务不存在[2]";
                    return Result.Failed;
    
                }
                else {
                    sender.Session.Response.questSubmit.Errormsg = "任务不存在[1]";
                    return Result.Failed;
                }
            }
        }
    
    
  • #QuestService

    using Common;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using Network;
    using SkillBridge.Message;
    using GameServer.Entities;
    
    namespace GameServer.Services
    {
        class QuestService:Singleton
        {
            public QuestService() {
                MessageDistributer>.Instance.Subscribe(this.OnQuestAccept);
                MessageDistributer>.Instance.Subscribe(this.OnQuestSubmit);
            }
    
            
            public void Init() { }
            private void onQuestSubmit(NetConnection sender, QuestSubmitRequest request)
            {
                Character character = sender.Session.Character;
                Log.InfoFormat("OnAcceptRequest:Character:{0} QuestId:{1}", character.Id, request.QuestId);
    
                sender.Session.Response.questSubmit = new QuestSubmitResponse();
    
                Result result = character.questManager.SubmitQuest(sender, request.QuestId);
    
                sender.Session.Response.questSubmit.Result = result;
                sender.SendResponse();
            }
    
            private void onQuestAccept(NetConnection sender, QuestAcceptRequest request)
            {
                Character character = sender.Session.Character;
                Log.InfoFormat("OnAcceptRequest:Character:{0} QuestId:{1}",character.Id, request.QuestId);
    
                sender.Session.Response.questAccept = new QuestAcceptResponse();
    
                Result result = character.questManager.AcceptQuest(sender,request.QuestId);
    
                sender.Session.Response.questAccept.Result = result;
                sender.SendResponse();
            }
        }
    }
    
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