tanghai 2 лет назад
Родитель
Сommit
20a853acf3

+ 1 - 1
Unity/Assets/Scripts/Codes/Hotfix/Server/Demo/Helper/SceneFactory.cs

@@ -34,7 +34,7 @@ namespace ET.Server
                 case SceneType.Map:
                     scene.AddComponent<UnitComponent>();
                     scene.AddComponent<AOIManagerComponent>();
-                    scene.AddComponent<BattleSceneManagerComponent>();
+                    scene.AddComponent<RoomManagerComponent>();
                     break;
                 case SceneType.Location:
                     scene.AddComponent<LocationManagerComoponent>();

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


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


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

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

+ 2 - 2
Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/BattleSceneManagerComponentSystem.cs → Unity/Assets/Scripts/Codes/Hotfix/Server/LockStep/Map/RoomManagerComponentSystem.cs

@@ -3,9 +3,9 @@ using System;
 namespace ET.Server
 {
 
-    public static class BattleSceneManagerComponentSystem
+    public static class RoomManagerComponentSystem
     {
-        public static async ETTask<Room> CreateBattleScene(this BattleSceneManagerComponent self, Match2Map_GetRoom request)
+        public static async ETTask<Room> CreateBattleScene(this RoomManagerComponent self, Match2Map_GetRoom request)
         {
             await ETTask.CompletedTask;
             

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


+ 1 - 1
Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/BattleSceneManagerComponent.cs → Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/RoomManagerComponent.cs

@@ -1,7 +1,7 @@
 namespace ET.Server
 {
     [ComponentOf(typeof(Scene))]
-    public class BattleSceneManagerComponent: Entity, IAwake
+    public class RoomManagerComponent: Entity, IAwake
     {
 
     }

+ 0 - 0
Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/BattleSceneManagerComponent.cs.meta → Unity/Assets/Scripts/Codes/Model/Server/LockStep/Map/RoomManagerComponent.cs.meta