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调整命名,BattleScene改成Room

tanghai 2 år sedan
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0095135e12
35 ändrade filer med 112 tillägg och 106 borttagningar
  1. 2 2
      Unity/Assets/Config/Proto/LockStepOuter_C_11001.proto
  2. 11 11
      Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/BattleSceneClientUpdaterSystem.cs
  3. 8 8
      Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/LSSceneChangeHelper.cs
  4. 1 1
      Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/MyUnitHelper.cs
  5. 3 3
      Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/OneFrameMessagesHandler.cs
  6. 3 3
      Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/Room2C_EnterMapHandler.cs
  7. 7 7
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/BattleSceneManagerComponentSystem.cs
  8. 10 10
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Battle_ChangeSceneFinishHandler.cs
  9. 0 0
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Battle_ChangeSceneFinishHandler.cs.meta
  10. 6 6
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/FrameMessageHandler.cs
  11. 2 2
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/Match2Map_GetRoomHandler.cs
  12. 7 2
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/RoomMessageHelper.cs
  13. 4 3
      Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Match/MatchComponentSystem.cs
  14. 5 5
      Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/RoomSystem.cs
  15. 0 0
      Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/RoomSystem.cs.meta
  16. 1 1
      Unity/Assets/Scripts/Codes/HotfixView/Client/Demo/Camera/CameraComponentSystem.cs
  17. 1 1
      Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LSUnitViewComponentSystem.cs
  18. 2 2
      Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepAfterUnitCreate_CreateUnitFView.cs
  19. 1 1
      Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepOperaComponentSystem.cs
  20. 4 4
      Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepSceneChangeStart_AddComponent.cs
  21. 3 3
      Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepSceneInitFinish_Finish.cs
  22. 1 1
      Unity/Assets/Scripts/Codes/Model/Client/LockStep/BattleSceneClientUpdater.cs
  23. 2 2
      Unity/Assets/Scripts/Codes/Model/Client/LockStep/WaitType.cs
  24. 6 6
      Unity/Assets/Scripts/Codes/Model/Generate/Client/Message/LockStepOuter_C_11001.cs
  25. 6 6
      Unity/Assets/Scripts/Codes/Model/Generate/ClientServer/Message/LockStepOuter_C_11001.cs
  26. 6 6
      Unity/Assets/Scripts/Codes/Model/Generate/Server/Message/LockStepOuter_C_11001.cs
  27. 1 1
      Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/RoomServerComponent.cs
  28. 1 1
      Unity/Assets/Scripts/Codes/Model/Server/LockStep/Room/ServerFrameRecvComponent.cs
  29. 2 2
      Unity/Assets/Scripts/Codes/Model/Share/LockStep/OneFrameMessage.cs
  30. 2 2
      Unity/Assets/Scripts/Codes/Model/Share/LockStep/Room.cs
  31. 0 0
      Unity/Assets/Scripts/Codes/Model/Share/LockStep/Room.cs.meta
  32. 1 1
      Unity/Assets/Scripts/Codes/ModelView/Client/Demo/Camera/CameraComponent.cs
  33. 1 1
      Unity/Assets/Scripts/Codes/ModelView/Client/LockStep/LockStepOperaComponent.cs
  34. 1 1
      Unity/Assets/Scripts/Codes/ModelView/Client/LockStep/UnitFView/LSUnitViewComponent.cs
  35. 1 1
      Unity/Assets/Scripts/Core/Module/Entity/SceneType.cs

+ 2 - 2
Unity/Assets/Config/Proto/LockStepOuter_C_11001.proto

@@ -23,7 +23,7 @@ message Match2G_NotifyMatchSuccess // IActorLocationMessage
 }
 
 // 客户端通知房间切换场景完成
-message C2Battle_ChangeSceneFinish // IActorRoom
+message C2Room_ChangeSceneFinish // IActorRoom
 {
 	int64 PlayerId = 1;
 }
@@ -36,7 +36,7 @@ message LockStepUnitInfo
 }
 
 // 房间通知客户端进入战斗
-message Battle2C_BattleStart // IActorMessage
+message Room2C_Start // IActorMessage
 {
 	int64 StartTime = 1;
 	repeated LockStepUnitInfo UnitInfo = 2;

+ 11 - 11
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/BattleSceneClientUpdaterSystem.cs

@@ -6,7 +6,7 @@ namespace ET.Client
     [FriendOf(typeof (BattleSceneClientUpdater))]
     public static class BattleSceneClientUpdaterSystem
     {
-        [FriendOf(typeof (BattleScene))]
+        [FriendOf(typeof (Room))]
         public class UpdateSystem: UpdateSystem<BattleSceneClientUpdater>
         {
             protected override void Update(BattleSceneClientUpdater self)
@@ -17,12 +17,12 @@ namespace ET.Client
 
         private static void Update(this BattleSceneClientUpdater self)
         {
-            BattleScene battleScene = self.GetParent<BattleScene>();
+            Room room = self.GetParent<Room>();
 
-            FrameBuffer frameBuffer = battleScene.FrameBuffer;
+            FrameBuffer frameBuffer = room.FrameBuffer;
 
             long timeNow = TimeHelper.ServerFrameTime();
-            if (timeNow < battleScene.StartTime + frameBuffer.NowFrame * LSConstValue.UpdateInterval)
+            if (timeNow < room.StartTime + frameBuffer.NowFrame * LSConstValue.UpdateInterval)
             {
                 return;
             }
@@ -33,14 +33,14 @@ namespace ET.Client
             }
             
             OneFrameMessages oneFrameMessages = GetOneFrameMessages(self, frameBuffer.NowFrame);
-            battleScene.Update(oneFrameMessages);
+            room.Update(oneFrameMessages);
             ++frameBuffer.NowFrame;
         }
 
         private static OneFrameMessages GetOneFrameMessages(this BattleSceneClientUpdater self, int frame)
         {
-            BattleScene battleScene = self.GetParent<BattleScene>();
-            FrameBuffer frameBuffer = battleScene.FrameBuffer;
+            Room room = self.GetParent<Room>();
+            FrameBuffer frameBuffer = room.FrameBuffer;
             
             if (frame <= frameBuffer.RealFrame)
             {
@@ -54,9 +54,9 @@ namespace ET.Client
         // 获取预测一帧的消息
         private static OneFrameMessages GetPredictionOneFrameMessage(this BattleSceneClientUpdater self, int frame)
         {
-            BattleScene battleScene = self.GetParent<BattleScene>();
-            Scene clientScene = battleScene.GetParent<Scene>();
-            OneFrameMessages preFrame = battleScene.FrameBuffer.GetFrame(frame - 1);
+            Room room = self.GetParent<Room>();
+            Scene clientScene = room.GetParent<Scene>();
+            OneFrameMessages preFrame = room.FrameBuffer.GetFrame(frame - 1);
             OneFrameMessages predictionFrame  = preFrame != null? MongoHelper.Clone(preFrame) : new OneFrameMessages();
             predictionFrame.Frame = frame;
 
@@ -69,7 +69,7 @@ namespace ET.Client
 
             predictionFrame.InputInfos[myId] = frameMessage.InputInfo;
             
-            battleScene.FrameBuffer.AddFrame(predictionFrame);
+            room.FrameBuffer.AddFrame(predictionFrame);
             
             clientScene.GetComponent<SessionComponent>().Session.Send(frameMessage);
 

+ 8 - 8
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/LSSceneChangeHelper.cs

@@ -6,23 +6,23 @@ namespace ET.Client
         // 场景切换协程
         public static async ETTask SceneChangeTo(Scene clientScene, string sceneName, long sceneInstanceId)
         {
-            clientScene.RemoveComponent<BattleScene>();
+            clientScene.RemoveComponent<Room>();
 
-            BattleScene battleScene = clientScene.AddComponent<BattleScene>();
-            battleScene.Name = sceneName;
+            Room room = clientScene.AddComponent<Room>();
+            room.Name = sceneName;
 
             // 等待表现层订阅的事件完成
             await EventSystem.Instance.PublishAsync(clientScene, new EventType.LockStepSceneChangeStart());
 
-            clientScene.GetComponent<SessionComponent>().Session.Send(new C2Battle_ChangeSceneFinish());
+            clientScene.GetComponent<SessionComponent>().Session.Send(new C2Room_ChangeSceneFinish());
             
             // 等待Room2C_EnterMap消息
-            WaitType.Wait_Room2C_EnterMap waitRoom2CEnterMap = await clientScene.GetComponent<ObjectWait>().Wait<WaitType.Wait_Room2C_EnterMap>();
+            WaitType.Wait_Room2C_Start waitRoom2CStart = await clientScene.GetComponent<ObjectWait>().Wait<WaitType.Wait_Room2C_Start>();
 
-            battleScene.LSWorld = new LSWorld(SceneType.LockStepClient);
-            battleScene.Init(waitRoom2CEnterMap.Message);
+            room.LSWorld = new LSWorld(SceneType.LockStepClient);
+            room.Init(waitRoom2CStart.Message);
             
-            battleScene.AddComponent<BattleSceneClientUpdater>();
+            room.AddComponent<BattleSceneClientUpdater>();
 
             // 这个事件中可以订阅取消loading
             EventSystem.Instance.Publish(clientScene, new EventType.LockStepSceneInitFinish());

+ 1 - 1
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/MyUnitHelper.cs

@@ -2,7 +2,7 @@ namespace ET.Client
 {
     public static class MyUnitHelper
     {
-        public static LSUnit GetMyUnitF(this BattleScene scene)
+        public static LSUnit GetMyUnitF(this Room scene)
         {
             PlayerComponent playerComponent = scene.GetParent<Scene>().GetComponent<PlayerComponent>();
             long myId = playerComponent.MyId;

+ 3 - 3
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/OneFrameMessagesHandler.cs

@@ -7,8 +7,8 @@ namespace ET.Client
     {
         protected override async ETTask Run(Session session, OneFrameMessages message)
         {
-            BattleScene battleScene = session.DomainScene().GetComponent<BattleScene>();
-            FrameBuffer frameBuffer = battleScene.FrameBuffer;
+            Room room = session.DomainScene().GetComponent<Room>();
+            FrameBuffer frameBuffer = room.FrameBuffer;
             if (message.Frame != frameBuffer.RealFrame + 1)
             {
                 throw new Exception($"recv oneframeMessage frame error: {message.Frame} {frameBuffer.RealFrame}");
@@ -20,7 +20,7 @@ namespace ET.Client
             if (message != predictionMessage)
             {
                 // 回滚到frameBuffer.RealFrame
-                battleScene.Rollback(frameBuffer.RealFrame);
+                room.Rollback(frameBuffer.RealFrame);
                 frameBuffer.AddRealFrame(message);
             }
             else

+ 3 - 3
Unity/Assets/Scripts/Codes/Hotfix/Client/LockStep/Room2C_EnterMapHandler.cs

@@ -1,11 +1,11 @@
 namespace ET.Client
 {
     [MessageHandler(SceneType.Client)]
-    public class Room2C_EnterMapHandler: AMHandler<Battle2C_BattleStart>
+    public class Room2C_EnterMapHandler: AMHandler<Room2C_Start>
     {
-        protected override async ETTask Run(Session session, Battle2C_BattleStart message)
+        protected override async ETTask Run(Session session, Room2C_Start message)
         {
-            session.DomainScene().GetComponent<ObjectWait>().Notify(new WaitType.Wait_Room2C_EnterMap() {Message = message});
+            session.DomainScene().GetComponent<ObjectWait>().Notify(new WaitType.Wait_Room2C_Start() {Message = message});
             await ETTask.CompletedTask;
         }
     }

+ 7 - 7
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/BattleSceneManagerComponentSystem.cs

@@ -5,21 +5,21 @@ namespace ET.Server
 
     public static class BattleSceneManagerComponentSystem
     {
-        public static async ETTask<BattleScene> CreateBattleScene(this BattleSceneManagerComponent self, Match2Map_GetRoom request)
+        public static async ETTask<Room> CreateBattleScene(this BattleSceneManagerComponent self, Match2Map_GetRoom request)
         {
             await ETTask.CompletedTask;
             
-            BattleScene battleScene = self.AddChild<BattleScene>();
+            Room room = self.AddChild<Room>();
             
-            battleScene.AddComponent<RoomServerComponent, Match2Map_GetRoom>(request);
+            room.AddComponent<RoomServerComponent, Match2Map_GetRoom>(request);
             
-            battleScene.AddComponent<ServerFrameRecvComponent>();
+            room.AddComponent<ServerFrameRecvComponent>();
 
-            battleScene.LSWorld = new LSWorld(SceneType.LockStepClient);
+            room.LSWorld = new LSWorld(SceneType.LockStepServer);
 
-            battleScene.AddComponent<MailBoxComponent, MailboxType>(MailboxType.UnOrderMessageDispatcher);
+            room.AddComponent<MailBoxComponent, MailboxType>(MailboxType.UnOrderMessageDispatcher);
             
-            return battleScene;
+            return room;
         }
     }
 }

+ 10 - 10
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Room_ChangeSceneFinishHandler.cs → Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Battle_ChangeSceneFinishHandler.cs

@@ -3,14 +3,14 @@ using TrueSync;
 
 namespace ET.Server
 {
-    [ActorMessageHandler(SceneType.Battle)]
+    [ActorMessageHandler(SceneType.Room)]
     [FriendOf(typeof (RoomServerComponent))]
-    public class C2Room_ChangeSceneFinishHandler: AMActorHandler<BattleScene, C2Battle_ChangeSceneFinish>
+    public class C2Room_ChangeSceneFinishHandler: AMActorHandler<Room, C2Room_ChangeSceneFinish>
     {
-        protected override async ETTask Run(BattleScene battleScene, C2Battle_ChangeSceneFinish message)
+        protected override async ETTask Run(Room room, C2Room_ChangeSceneFinish message)
         {
-            RoomServerComponent roomServerComponent = battleScene.GetComponent<RoomServerComponent>();
-            RoomPlayer roomPlayer = battleScene.GetComponent<RoomServerComponent>().GetChild<RoomPlayer>(message.PlayerId);
+            RoomServerComponent roomServerComponent = room.GetComponent<RoomServerComponent>();
+            RoomPlayer roomPlayer = room.GetComponent<RoomServerComponent>().GetChild<RoomPlayer>(message.PlayerId);
             roomPlayer.IsJoinRoom = true;
             roomServerComponent.AlreadyJoinRoomCount++;
 
@@ -23,20 +23,20 @@ namespace ET.Server
             {
                 await TimerComponent.Instance.WaitAsync(1000);
 
-                Battle2C_BattleStart room2CBattleStart = new() {StartTime = TimeHelper.ServerFrameTime()};
+                Room2C_Start room2CStart = new() {StartTime = TimeHelper.ServerFrameTime()};
                 foreach (RoomPlayer rp in roomServerComponent.Children.Values)
                 {
-                    room2CBattleStart.UnitInfo.Add(new LockStepUnitInfo()
+                    room2CStart.UnitInfo.Add(new LockStepUnitInfo()
                     {
                         PlayerId = rp.Id, 
-                        Position = new TSVector(10, 0, 10), 
+                        Position = new TSVector(20, 0, -10), 
                         Rotation = TSQuaternion.identity
                     });
                 }
                 
-                battleScene.Init(room2CBattleStart);
+                room.Init(room2CStart);
 
-                RoomMessageHelper.BroadCast(battleScene, room2CBattleStart);
+                RoomMessageHelper.BroadCast(room, room2CStart);
             }
 
             await ETTask.CompletedTask;

+ 0 - 0
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Room_ChangeSceneFinishHandler.cs.meta → Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/C2Battle_ChangeSceneFinishHandler.cs.meta


+ 6 - 6
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/FrameMessageHandler.cs

@@ -2,18 +2,18 @@ using System.Collections.Generic;
 
 namespace ET.Server
 {
-    [ActorMessageHandler(SceneType.Battle)]
-    public class FrameMessageHandler: AMActorHandler<BattleScene, FrameMessage>
+    [ActorMessageHandler(SceneType.Room)]
+    public class FrameMessageHandler: AMActorHandler<Room, FrameMessage>
     {
-        protected override async ETTask Run(BattleScene battleScene, FrameMessage message)
+        protected override async ETTask Run(Room room, FrameMessage message)
         {
-            OneFrameMessages oneFrameMessages = battleScene.GetComponent<ServerFrameRecvComponent>().Add(message);
+            OneFrameMessages oneFrameMessages = room.GetComponent<ServerFrameRecvComponent>().Add(message);
             if (oneFrameMessages != null)
             {
-                battleScene.FrameBuffer.AddRealFrame(oneFrameMessages);
+                room.FrameBuffer.AddRealFrame(oneFrameMessages);
             }
             
-            RoomMessageHelper.BroadCast(battleScene, oneFrameMessages);
+            RoomMessageHelper.BroadCast(room, oneFrameMessages);
             await ETTask.CompletedTask;
         }
     }

+ 2 - 2
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/Match2Map_GetRoomHandler.cs

@@ -9,8 +9,8 @@ namespace ET.Server
 		protected override async ETTask Run(Scene scene, Match2Map_GetRoom request, Map2Match_GetRoom response)
 		{
 			BattleSceneManagerComponent battleSceneManagerComponent = scene.GetComponent<BattleSceneManagerComponent>();
-			BattleScene battleScene = await battleSceneManagerComponent.CreateBattleScene(request);
-			response.InstanceId = battleScene.InstanceId;
+			Room room = await battleSceneManagerComponent.CreateBattleScene(request);
+			response.InstanceId = room.InstanceId;
 			await ETTask.CompletedTask;
 		}
 	}

+ 7 - 2
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/RoomMessageHelper.cs

@@ -3,13 +3,18 @@ namespace ET.Server
 
     public static class RoomMessageHelper
     {
-        public static void BroadCast(BattleScene battleScene, IActorMessage message)
+        public static void BroadCast(Room room, IActorMessage message)
         {
-            RoomServerComponent roomServerComponent = battleScene.GetComponent<RoomServerComponent>();
+            RoomServerComponent roomServerComponent = room.GetComponent<RoomServerComponent>();
             
             foreach (var kv in roomServerComponent.Children)
             {
                 RoomPlayer roomPlayer = kv.Value as RoomPlayer;
+
+                if (!roomPlayer.IsJoinRoom)
+                {
+                    continue;
+                }
                 
                 ActorLocationSenderComponent.Instance.Get(LocationType.GateSession).Send(roomPlayer.Id, message);
             }

+ 4 - 3
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Match/MatchComponentSystem.cs

@@ -32,7 +32,7 @@ namespace ET.Server
             
             // 申请一个房间
             StartSceneConfig startSceneConfig = RandomGenerator.RandomArray(StartSceneConfigCategory.Instance.Maps);
-            Match2Map_GetRoom match2MapGetRoom = new Match2Map_GetRoom() {PlayerIds = new List<long>()};
+            Match2Map_GetRoom match2MapGetRoom = new() {PlayerIds = new List<long>()};
             foreach (long id in self.waitMatchPlayers)
             {
                 match2MapGetRoom.PlayerIds.Add(id);
@@ -41,10 +41,11 @@ namespace ET.Server
             
             Map2Match_GetRoom map2MatchGetRoom = await ActorMessageSenderComponent.Instance.Call(
                 startSceneConfig.InstanceId, match2MapGetRoom) as Map2Match_GetRoom;
+
+            Match2G_NotifyMatchSuccess match2GNotifyMatchSuccess = new() { InstanceId = map2MatchGetRoom.InstanceId };
             foreach (long id in match2MapGetRoom.PlayerIds) // 这里发送消息线程不会修改PlayerInfo,所以可以直接使用
             {
-                ActorLocationSenderComponent.Instance.Get(LocationType.Player).Send(
-                    id, new Match2G_NotifyMatchSuccess() {InstanceId = map2MatchGetRoom.InstanceId});
+                ActorLocationSenderComponent.Instance.Get(LocationType.Player).Send(id, match2GNotifyMatchSuccess);
                 // 等待进入房间的确认消息,如果超时要通知所有玩家退出房间,重新匹配
             }
         }

+ 5 - 5
Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/BattleSceneSystem.cs → Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/RoomSystem.cs

@@ -1,9 +1,9 @@
 namespace ET
 {
-    [FriendOf(typeof(BattleScene))]
-    public static class BattleSceneSystem
+    [FriendOf(typeof(Room))]
+    public static class RoomSystem
     {
-        public static void Init(this BattleScene self, Battle2C_BattleStart room2CBattleStart)
+        public static void Init(this Room self, Room2C_Start room2CBattleStart)
         {
             self.StartTime = room2CBattleStart.StartTime;
 
@@ -15,7 +15,7 @@ namespace ET
         }
 
 
-        public static void Update(this BattleScene self, OneFrameMessages oneFrameMessages)
+        public static void Update(this Room self, OneFrameMessages oneFrameMessages)
         {
             // 保存当前帧场景数据
             self.FrameBuffer.SaveDate(self.FrameBuffer.NowFrame, MongoHelper.Serialize(self.LSWorld));
@@ -35,7 +35,7 @@ namespace ET
         }
 
         // 回滚
-        public static void Rollback(this BattleScene self, int frame)
+        public static void Rollback(this Room self, int frame)
         {
             Log.Debug($"Battle Scene roll back to {frame}");
             self.LSWorld.Dispose();

+ 0 - 0
Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/BattleSceneSystem.cs.meta → Unity/Assets/Scripts/Codes/Hotfix/Share/LockStep/RoomSystem.cs.meta


+ 1 - 1
Unity/Assets/Scripts/Codes/HotfixView/Client/Demo/Camera/CameraComponentSystem.cs

@@ -35,7 +35,7 @@ namespace ET.Client
 			LSUnitView lsUnit = self.MyUnitView;
 			if (lsUnit == null)
 			{
-				self.MyUnitView = self.GetParent<BattleScene>().GetComponent<LSUnitViewComponent>().GetMyLsUnitView();
+				self.MyUnitView = self.GetParent<Room>().GetComponent<LSUnitViewComponent>().GetMyLsUnitView();
 			}
 
 			if (lsUnit == null)

+ 1 - 1
Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LSUnitViewComponentSystem.cs

@@ -18,7 +18,7 @@ namespace ET.Client
         {
             protected override void Update(LSUnitViewComponent self)
             {
-                LSWorld lsWorld = self.GetParent<BattleScene>().LSWorld;
+                LSWorld lsWorld = self.GetParent<Room>().LSWorld;
                 foreach (LSUnitView child in self.Children.Values)
                 {
                     LSUnit unit = lsWorld.Get(child.Id) as LSUnit;

+ 2 - 2
Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepAfterUnitCreate_CreateUnitFView.cs

@@ -8,8 +8,8 @@ namespace ET.Client
     {
         protected override async ETTask Run(LSWorld lsWorld, LSAfterUnitCreate args)
         {
-            BattleScene battleScene = lsWorld.GetParent<BattleScene>();
-            LSUnitViewComponent lsUnitViewComponent = battleScene.GetComponent<LSUnitViewComponent>();
+            Room room = lsWorld.GetParent<Room>();
+            LSUnitViewComponent lsUnitViewComponent = room.GetComponent<LSUnitViewComponent>();
 
             if (lsUnitViewComponent == null)
             {

+ 1 - 1
Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepOperaComponentSystem.cs

@@ -32,7 +32,7 @@ namespace ET.Client
                     v.x += 1;
                 }
 
-                BattleSceneClientUpdater battleSceneClientUpdater = self.GetParent<BattleScene>().GetComponent<BattleSceneClientUpdater>();
+                BattleSceneClientUpdater battleSceneClientUpdater = self.GetParent<Room>().GetComponent<BattleSceneClientUpdater>();
                 battleSceneClientUpdater.InputInfo.V = v;
             }
         }

+ 4 - 4
Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepSceneChangeStart_AddComponent.cs

@@ -7,7 +7,7 @@ namespace ET.Client
     {
         protected override async ETTask Run(Scene clientScene, EventType.LockStepSceneChangeStart args)
         {
-            BattleScene battleScene = clientScene.GetComponent<BattleScene>();
+            Room room = clientScene.GetComponent<Room>();
             
             // 创建loading界面
             
@@ -15,12 +15,12 @@ namespace ET.Client
             await UIHelper.Remove(clientScene, UIType.UILobby);
             
             // 加载场景资源
-            await ResourcesComponent.Instance.LoadBundleAsync($"{battleScene.Name}.unity3d");
+            await ResourcesComponent.Instance.LoadBundleAsync($"{room.Name}.unity3d");
             // 切换到map场景
 
-            await SceneManager.LoadSceneAsync(battleScene.Name);
+            await SceneManager.LoadSceneAsync(room.Name);
 
-            battleScene.AddComponent<LSUnitViewComponent>();
+            room.AddComponent<LSUnitViewComponent>();
         }
     }
 }

+ 3 - 3
Unity/Assets/Scripts/Codes/HotfixView/Client/LockStep/LockStepSceneInitFinish_Finish.cs

@@ -5,11 +5,11 @@ namespace ET.Client
     {
         protected override async ETTask Run(Scene clientScene, EventType.LockStepSceneInitFinish args)
         {
-            BattleScene battleScene = clientScene.GetComponent<BattleScene>();
+            Room room = clientScene.GetComponent<Room>();
             
-            battleScene.AddComponent<CameraComponent>();
+            room.AddComponent<CameraComponent>();
             
-            battleScene.AddComponent<LockStepOperaComponent>();
+            room.AddComponent<LockStepOperaComponent>();
             await ETTask.CompletedTask;
         }
     }

+ 1 - 1
Unity/Assets/Scripts/Codes/Model/Client/LockStep/BattleSceneClientUpdater.cs

@@ -2,7 +2,7 @@ using TrueSync;
 
 namespace ET.Client
 {
-    [ComponentOf(typeof(BattleScene))]
+    [ComponentOf(typeof(Room))]
     public class BattleSceneClientUpdater: Entity, IAwake, IUpdate
     {
         public LSInputInfo InputInfo = new LSInputInfo();

+ 2 - 2
Unity/Assets/Scripts/Codes/Model/Client/LockStep/WaitType.cs

@@ -2,11 +2,11 @@ namespace ET
 {
     namespace WaitType
     {
-        public struct Wait_Room2C_EnterMap: IWaitType
+        public struct Wait_Room2C_Start: IWaitType
         {
             public int Error { get; set; }
 
-            public Battle2C_BattleStart Message;
+            public Room2C_Start Message;
         }
     }
 }

+ 6 - 6
Unity/Assets/Scripts/Codes/Model/Generate/Client/Message/LockStepOuter_C_11001.cs

@@ -43,9 +43,9 @@ namespace ET
 	}
 
 // 客户端通知房间切换场景完成
-	[Message(LockStepOuter.C2Battle_ChangeSceneFinish)]
+	[Message(LockStepOuter.C2Room_ChangeSceneFinish)]
 	[ProtoContract]
-	public partial class C2Battle_ChangeSceneFinish: ProtoObject, IActorRoom
+	public partial class C2Room_ChangeSceneFinish: ProtoObject, IActorRoom
 	{
 		[ProtoMember(1)]
 		public long PlayerId { get; set; }
@@ -68,9 +68,9 @@ namespace ET
 	}
 
 // 房间通知客户端进入战斗
-	[Message(LockStepOuter.Battle2C_BattleStart)]
+	[Message(LockStepOuter.Room2C_Start)]
 	[ProtoContract]
-	public partial class Battle2C_BattleStart: ProtoObject, IActorMessage
+	public partial class Room2C_Start: ProtoObject, IActorMessage
 	{
 		[ProtoMember(1)]
 		public long StartTime { get; set; }
@@ -124,9 +124,9 @@ namespace ET
 		 public const ushort C2G_Match = 11002;
 		 public const ushort G2C_Match = 11003;
 		 public const ushort Match2G_NotifyMatchSuccess = 11004;
-		 public const ushort C2Battle_ChangeSceneFinish = 11005;
+		 public const ushort C2Room_ChangeSceneFinish = 11005;
 		 public const ushort LockStepUnitInfo = 11006;
-		 public const ushort Battle2C_BattleStart = 11007;
+		 public const ushort Room2C_Start = 11007;
 		 public const ushort LSInputInfo = 11008;
 		 public const ushort FrameMessage = 11009;
 		 public const ushort OneFrameMessages = 11010;

+ 6 - 6
Unity/Assets/Scripts/Codes/Model/Generate/ClientServer/Message/LockStepOuter_C_11001.cs

@@ -43,9 +43,9 @@ namespace ET
 	}
 
 // 客户端通知房间切换场景完成
-	[Message(LockStepOuter.C2Battle_ChangeSceneFinish)]
+	[Message(LockStepOuter.C2Room_ChangeSceneFinish)]
 	[ProtoContract]
-	public partial class C2Battle_ChangeSceneFinish: ProtoObject, IActorRoom
+	public partial class C2Room_ChangeSceneFinish: ProtoObject, IActorRoom
 	{
 		[ProtoMember(1)]
 		public long PlayerId { get; set; }
@@ -68,9 +68,9 @@ namespace ET
 	}
 
 // 房间通知客户端进入战斗
-	[Message(LockStepOuter.Battle2C_BattleStart)]
+	[Message(LockStepOuter.Room2C_Start)]
 	[ProtoContract]
-	public partial class Battle2C_BattleStart: ProtoObject, IActorMessage
+	public partial class Room2C_Start: ProtoObject, IActorMessage
 	{
 		[ProtoMember(1)]
 		public long StartTime { get; set; }
@@ -124,9 +124,9 @@ namespace ET
 		 public const ushort C2G_Match = 11002;
 		 public const ushort G2C_Match = 11003;
 		 public const ushort Match2G_NotifyMatchSuccess = 11004;
-		 public const ushort C2Battle_ChangeSceneFinish = 11005;
+		 public const ushort C2Room_ChangeSceneFinish = 11005;
 		 public const ushort LockStepUnitInfo = 11006;
-		 public const ushort Battle2C_BattleStart = 11007;
+		 public const ushort Room2C_Start = 11007;
 		 public const ushort LSInputInfo = 11008;
 		 public const ushort FrameMessage = 11009;
 		 public const ushort OneFrameMessages = 11010;

+ 6 - 6
Unity/Assets/Scripts/Codes/Model/Generate/Server/Message/LockStepOuter_C_11001.cs

@@ -43,9 +43,9 @@ namespace ET
 	}
 
 // 客户端通知房间切换场景完成
-	[Message(LockStepOuter.C2Battle_ChangeSceneFinish)]
+	[Message(LockStepOuter.C2Room_ChangeSceneFinish)]
 	[ProtoContract]
-	public partial class C2Battle_ChangeSceneFinish: ProtoObject, IActorRoom
+	public partial class C2Room_ChangeSceneFinish: ProtoObject, IActorRoom
 	{
 		[ProtoMember(1)]
 		public long PlayerId { get; set; }
@@ -68,9 +68,9 @@ namespace ET
 	}
 
 // 房间通知客户端进入战斗
-	[Message(LockStepOuter.Battle2C_BattleStart)]
+	[Message(LockStepOuter.Room2C_Start)]
 	[ProtoContract]
-	public partial class Battle2C_BattleStart: ProtoObject, IActorMessage
+	public partial class Room2C_Start: ProtoObject, IActorMessage
 	{
 		[ProtoMember(1)]
 		public long StartTime { get; set; }
@@ -124,9 +124,9 @@ namespace ET
 		 public const ushort C2G_Match = 11002;
 		 public const ushort G2C_Match = 11003;
 		 public const ushort Match2G_NotifyMatchSuccess = 11004;
-		 public const ushort C2Battle_ChangeSceneFinish = 11005;
+		 public const ushort C2Room_ChangeSceneFinish = 11005;
 		 public const ushort LockStepUnitInfo = 11006;
-		 public const ushort Battle2C_BattleStart = 11007;
+		 public const ushort Room2C_Start = 11007;
 		 public const ushort LSInputInfo = 11008;
 		 public const ushort FrameMessage = 11009;
 		 public const ushort OneFrameMessages = 11010;

+ 1 - 1
Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/RoomServerComponent.cs

@@ -2,7 +2,7 @@ using System.Collections.Generic;
 
 namespace ET.Server
 {
-    [ComponentOf(typeof(BattleScene))]
+    [ComponentOf(typeof(Room))]
     public class RoomServerComponent: Entity, IAwake<Match2Map_GetRoom>
     {
         public int AlreadyJoinRoomCount;

+ 1 - 1
Unity/Assets/Scripts/Codes/Model/Server/LockStep/Room/ServerFrameRecvComponent.cs

@@ -2,7 +2,7 @@ using System.Collections.Generic;
 
 namespace ET.Server
 {
-    [ComponentOf(typeof(BattleScene))]
+    [ComponentOf(typeof(Room))]
     public class ServerFrameRecvComponent: Entity, IAwake
     {
         public int NowFrame;

+ 2 - 2
Unity/Assets/Scripts/Codes/Model/Share/LockStep/OneFrameMessage.cs

@@ -83,9 +83,9 @@ namespace ET
         }
     }
     
-    public partial class Battle2C_BattleStart
+    public partial class Room2C_Start
     {
-        public Battle2C_BattleStart()
+        public Room2C_Start()
         {
             this.UnitInfo = new List<LockStepUnitInfo>(LSConstValue.MatchCount);
         }

+ 2 - 2
Unity/Assets/Scripts/Codes/Model/Share/LockStep/BattleScene.cs → Unity/Assets/Scripts/Codes/Model/Share/LockStep/Room.cs

@@ -5,9 +5,9 @@ namespace ET
 {
     [ChildOf]
     [ComponentOf]
-    public class BattleScene: Entity, IScene, IAwake, IUpdate
+    public class Room: Entity, IScene, IAwake, IUpdate
     {
-        public SceneType SceneType { get; set; } = SceneType.Battle;
+        public SceneType SceneType { get; set; } = SceneType.Room;
         public string Name { get; set; }
         
         private long lsWorldInstanceId;

+ 0 - 0
Unity/Assets/Scripts/Codes/Model/Share/LockStep/BattleScene.cs.meta → Unity/Assets/Scripts/Codes/Model/Share/LockStep/Room.cs.meta


+ 1 - 1
Unity/Assets/Scripts/Codes/ModelView/Client/Demo/Camera/CameraComponent.cs

@@ -2,7 +2,7 @@
 
 namespace ET.Client
 {
-	[ComponentOf(typeof(BattleScene))]
+	[ComponentOf(typeof(Room))]
 	public class CameraComponent : Entity, IAwake, ILateUpdate
 	{
 		// 战斗摄像机

+ 1 - 1
Unity/Assets/Scripts/Codes/ModelView/Client/LockStep/LockStepOperaComponent.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-    [ComponentOf(typeof(BattleScene))]
+    [ComponentOf(typeof(Room))]
     public class LockStepOperaComponent: Entity, IAwake, IUpdate
     {
     }

+ 1 - 1
Unity/Assets/Scripts/Codes/ModelView/Client/LockStep/UnitFView/LSUnitViewComponent.cs

@@ -1,6 +1,6 @@
 namespace ET
 {
-	[ComponentOf(typeof(BattleScene))]
+	[ComponentOf(typeof(Room))]
 	public class LSUnitViewComponent: Entity, IAwake, IDestroy, IUpdate
 	{
 		public long MyId;

+ 1 - 1
Unity/Assets/Scripts/Core/Module/Entity/SceneType.cs

@@ -20,7 +20,7 @@ namespace ET
 		BenchmarkServer = 1 << 12,
 		Benchmark = 1 << 13,
 		Match = 1 << 14,
-		Battle = 1 << 15,
+		Room = 1 << 15,
 		LockStepClient = 1 << 16,
 		LockStepServer = 1 << 17,