NahidaImpact/NahidaImpact.Gameserver/Controllers/SceneController.cs

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using NahidaImpact.Gameserver.Controllers.Attributes;
using NahidaImpact.Gameserver.Controllers.Result;
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using NahidaImpact.Gameserver.Game;
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using NahidaImpact.Gameserver.Game.Scene;
using NahidaImpact.Protocol;
namespace NahidaImpact.Gameserver.Controllers;
[NetController]
internal class SceneController : ControllerBase
{
// TODO: Scene management, Entity management!!!
public const uint WeaponEntityId = 100663300;
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[NetCommand(CmdType.GetScenePointReq)]
public ValueTask<IResult> OnGetScenePointReq(SceneManager sceneManager, Player player)
{
GetScenePointRsp rsp = new()
{
SceneId = sceneManager.CurrentSceneId,
BelongUid = player.Uid
};
for (uint i = 1; i <= 777; i++)
{
rsp.UnlockedPointList.Add(i);
}
return ValueTask.FromResult(Response(CmdType.GetScenePointRsp, rsp));
}
[NetCommand(CmdType.GetSceneAreaReq)]
public ValueTask<IResult> OnGetSceneAreaReq(SceneManager sceneManager)
{
GetSceneAreaRsp rsp = new()
{
SceneId = sceneManager.CurrentSceneId
};
for (uint i = 1; i <= 20; i++)
{
rsp.AreaIdList.Add(i);
}
return ValueTask.FromResult(Response(CmdType.GetSceneAreaRsp, rsp));
}
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[NetCommand(CmdType.PostEnterSceneReq)]
public async ValueTask<IResult> OnPostEnterSceneReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.PostEnter);
return Response(CmdType.PostEnterSceneRsp, new PostEnterSceneRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.EnterSceneDoneReq)]
public async ValueTask<IResult> OnEnterSceneDoneReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.EnterDone);
return Response(CmdType.EnterSceneDoneRsp, new EnterSceneDoneRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.SceneInitFinishReq)]
public async ValueTask<IResult> OnSceneInitFinishReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.InitFinished);
return Response(CmdType.SceneInitFinishRsp, new SceneInitFinishRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.EnterSceneReadyReq)]
public async ValueTask<IResult> OnEnterSceneReadyReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.ReadyToEnter);
return Response(CmdType.EnterSceneReadyRsp, new EnterSceneReadyRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
}