GameEntity(八)—— FriendManager

该博客介绍了一个基于Unity的游戏好友管理系统,包括好友与黑名单管理、玩家查询、房间邀请等功能。通过使用C#实现,此系统提供了静态实例管理、好友及黑名单增删操作等。

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目录为:Assets/Scripts/GameEntity/目录下
FriendManager.cs

好友管理类

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

//好友管理类
public class FriendManager
{
    //static
    private static FriendManager instance = null;
    public static FriendManager Instance
    {
        get
        {
            if (instance == null)
            {
                instance = new FriendManager ();
            }

            return instance;
        }
    }

    FriendManager()
    {

    }

    //所有好友
    public Dictionary<UInt64, Friend> AllFriends = new Dictionary<UInt64, Friend> ();
    //黑名单
    public Dictionary<UInt64, Friend> AllBlackDic = new Dictionary<UInt64, Friend> ();

    //查询玩家列表
    public Dictionary<string, string> AllSearch = new Dictionary<string, string> ();

    public Dictionary<GameObject, Friend> OnClickKey = new Dictionary<GameObject, Friend> ();

    public Dictionary<UInt64, IChat> AllTalkDic = new Dictionary<UInt64, IChat> ();

    //OnClickKey-----------------------------------------------
    public void AddOnClickKey(GameObject obj, Friend temp)
    {
        if (OnClickKey.ContainsKey(obj))
        {
            return;
        }

        OnClickKey.Add(obj, temp);
    }

    public void RemoveOnClickKey(GameObject obj)
    {
        if (OnClickKey.ContainsKey(obj))
        {
            OnClickKey [obj] = null;
            OnClickKey.Remove (obj);
        }
    }

    public GameObject GetObj(UInt64 sGUID)
    {
        foreach (var item in OnClickKey)
        {
            //存储的Friend的sguid
            if (sGUID != 0 && item.Value.SGUID == sGUID)
            {
                return item.Key;
            }
        }

        return null;
    }
    //-----------------------------------------------------------

    //查询玩家列表
    public void AddSearchDic(string name, string headid)
    {
        if (AllSearch.ContainsKey(name))
        {
            return;
        }

        AllSearch.Add (name, headid);
    }

    //山吹当前玩家的查询
    public void RemoveSearchDic(string name)
    {
        if (AllSearch.ContainsKey(name))
        {
            AllSearch [name] = null;
            AllSearch.Remove (name);
        }
    }

    //添加黑名单
    public void AddOnLineBlackList(UInt64 sGUID, Friend friend)
    {
        if (AllBlackDic.ContainsKey(sGUID))
        {
            return;
        }

        AllBlackDic.Add (sGUID, friend);
    }

    //删除当前黑名单
    public void DelBlackList(UInt64 sGUID)
    {
        if (AllBlackDic.ContainsKey(sGUID))
        {
            AllBlackDic [sGUID] = null;
            AllBlackDic.Remove (sGUID);
        }
    }

    //清空数据
    public void DelAllList()
    {
        AllBlackDic.Clear ();
        AllFriends.Clear ();
        AllTalkDic.Clear ();
    }

    //添加好友
    public void AddFriend(UInt64 sGUID, Friend friend)
    {
        if (AllFriends.ContainsKey(sGUID))
        {
            return;
        }

        AllFriends.Add (sGUID, friend);
    }

    //删除在线好友
    public void DelFriend(UInt64 sGUID)
    {
        if (AllFriends.ContainsKey(sGUID))
        {
            AllFriends [sGUID] = null;
            AllFriends.Remove (sGUID);
        }
    }

    public void DelAllTalkDic(UInt64 sGUID)
    {
        if (AllTalkDic.ContainsKey(sGUID))
        {
            AllTalkDic [sGUID] = null;
            AllTalkDic.Remove (sGUID);
        }
    }

    //房间邀请
    public class RoomInviteList
    {
        public int headID;
        public string nickName;
    }

    public Dictionary<UInt64, RoomInviteList> RoomInvite = new Dictionary<UInt64, RoomInviteList> ();

    public void AddInvite(UInt64 sGUID, int headId, string nickName)
    {
        RoomInviteList room = null;

        //不包含
        if (!RoomInvite.ContainsKey(sGUID))
        {
            room = new RoomInviteList ();
            room.headID = headId;
            room.nickName = nickName;
            RoomInvite.Add (sGUID, room);

            return;
        }

        //包含的话就直接设置
        room.headID = headId;
        room.nickName = nickName;
        RoomInvite [sGUID] = room;
    }

    public void Remove(UInt64 sGUID)
    {
        if (RoomInvite.ContainsKey(sGUID))
        {
            RoomInvite.Remove (sGUID);
        }
    }
}
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