目录调整,旧钓鱼逻辑全部注释
This commit is contained in:
460
Assets/Scripts/Generate/NetworkProtocol/MapMessage.cs
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460
Assets/Scripts/Generate/NetworkProtocol/MapMessage.cs
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using ProtoBuf;
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using System.Collections.Generic;
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using Fantasy;
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using NBC;
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using NBC.Network.Interface;
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using NBC.Serialize;
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#pragma warning disable CS8618
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namespace NBC
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{
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[ProtoContract]
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public partial class RoleGearItemInfo : AMessage, IProto
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{
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public static RoleGearItemInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleGearItemInfo>();
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}
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public override void Dispose()
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{
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Id = default;
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ConfigId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleGearItemInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public int ConfigId { get; set; }
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}
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[ProtoContract]
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public partial class RoleGearInfo : AMessage, IProto
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{
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public static RoleGearInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleGearInfo>();
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}
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public override void Dispose()
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{
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Rod = default;
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Reel = default;
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Bobber = default;
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Hook = default;
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Bait = default;
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Lure = default;
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Weight = default;
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Line = default;
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Leader = default;
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Feeder = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleGearInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public RoleGearItemInfo Rod { get; set; }
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[ProtoMember(2)]
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public RoleGearItemInfo Reel { get; set; }
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[ProtoMember(3)]
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public RoleGearItemInfo Bobber { get; set; }
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[ProtoMember(4)]
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public RoleGearItemInfo Hook { get; set; }
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[ProtoMember(5)]
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public RoleGearItemInfo Bait { get; set; }
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[ProtoMember(6)]
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public RoleGearItemInfo Lure { get; set; }
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[ProtoMember(7)]
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public RoleGearItemInfo Weight { get; set; }
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[ProtoMember(8)]
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public RoleGearItemInfo Line { get; set; }
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[ProtoMember(9)]
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public RoleGearItemInfo Leader { get; set; }
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[ProtoMember(10)]
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public RoleGearItemInfo Feeder { get; set; }
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}
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[ProtoContract]
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public partial class Vector3Info : AMessage, IProto
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{
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public static Vector3Info Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Vector3Info>();
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}
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public override void Dispose()
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{
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x = default;
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y = default;
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z = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Vector3Info>(this);
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#endif
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}
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[ProtoMember(1)]
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public float x { get; set; }
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[ProtoMember(2)]
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public float y { get; set; }
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[ProtoMember(3)]
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public float z { get; set; }
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}
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[ProtoContract]
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public partial class QuaternionInfo : AMessage, IProto
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{
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public static QuaternionInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<QuaternionInfo>();
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}
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public override void Dispose()
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{
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x = default;
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y = default;
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z = default;
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w = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<QuaternionInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public float x { get; set; }
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[ProtoMember(2)]
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public float y { get; set; }
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[ProtoMember(3)]
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public float z { get; set; }
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[ProtoMember(4)]
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public float w { get; set; }
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}
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[ProtoContract]
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public partial class RoleFishingInfo : AMessage, IProto
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{
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public static RoleFishingInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleFishingInfo>();
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}
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public override void Dispose()
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{
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LineLength = default;
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ReelSpeed = default;
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OpenLight = default;
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RodSetting = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleFishingInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public float LineLength { get; set; }
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[ProtoMember(2)]
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public float ReelSpeed { get; set; }
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[ProtoMember(3)]
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public bool OpenLight { get; set; }
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[ProtoMember(4)]
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public int RodSetting { get; set; }
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}
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[ProtoContract]
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public partial class RoleStateInfo : AMessage, IProto
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{
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public static RoleStateInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleStateInfo>();
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}
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public override void Dispose()
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{
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State = default;
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Args.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleStateInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public int State { get; set; }
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[ProtoMember(2)]
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public List<string> Args = new List<string>();
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}
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[ProtoContract]
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public partial class MapRoleInfo : AMessage, IProto
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{
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public static MapRoleInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<MapRoleInfo>();
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}
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public override void Dispose()
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{
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Id = default;
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RoleInfo = default;
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Location = default;
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State = default;
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Gears = default;
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FishingInfo = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<MapRoleInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public RoleSimpleInfo RoleInfo { get; set; }
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[ProtoMember(3)]
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public MapRolePositionInfo Location { get; set; }
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[ProtoMember(4)]
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public RoleStateInfo State { get; set; }
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[ProtoMember(5)]
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public RoleGearInfo Gears { get; set; }
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[ProtoMember(6)]
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public RoleFishingInfo FishingInfo { get; set; }
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}
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[ProtoContract]
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public partial class MapRolePositionInfo : AMessage, IProto
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{
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public static MapRolePositionInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<MapRolePositionInfo>();
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}
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public override void Dispose()
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{
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Position = default;
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Rotation = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<MapRolePositionInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public Vector3Info Position { get; set; }
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[ProtoMember(2)]
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public QuaternionInfo Rotation { get; set; }
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}
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[ProtoContract]
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public partial class Map2C_CreateMapResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Map2C_CreateMapResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_CreateMapResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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Roles.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_CreateMapResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_CreateMapResponse; }
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[ProtoMember(1)]
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public List<MapRoleInfo> Roles = new List<MapRoleInfo>();
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[ProtoMember(2)]
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public uint ErrorCode { get; set; }
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}
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[ProtoContract]
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public partial class C2Map_EnterMapRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Map_EnterMapRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Map_EnterMapRequest>();
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}
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public override void Dispose()
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{
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MapId = default;
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RoomId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_EnterMapRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Map2C_EnterMapResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Map_EnterMapRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public long RoomId { get; set; }
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}
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[ProtoContract]
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public partial class Map2C_EnterMapResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Map2C_EnterMapResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_EnterMapResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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Roles.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_EnterMapResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_EnterMapResponse; }
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[ProtoMember(1)]
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public List<MapRoleInfo> Roles = new List<MapRoleInfo>();
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[ProtoMember(2)]
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public uint ErrorCode { get; set; }
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}
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[ProtoContract]
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public partial class C2Map_Move : AMessage, ICustomRouteMessage, IProto
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{
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public static C2Map_Move Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Map_Move>();
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}
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public override void Dispose()
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{
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Location = default;
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IsStop = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_Move>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.C2Map_Move; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public MapRolePositionInfo Location { get; set; }
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[ProtoMember(2)]
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public bool IsStop { get; set; }
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}
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/// <summary>
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/// 用户进入地图
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleEnterMapNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleEnterMapNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleEnterMapNotify>();
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}
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public override void Dispose()
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{
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Info = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleEnterMapNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleEnterMapNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public MapRoleInfo Info { get; set; }
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}
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/// <summary>
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/// 用户离开地图
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleExitMapNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleExitMapNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleExitMapNotify>();
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}
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public override void Dispose()
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{
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Id = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleExitMapNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleExitMapNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public long Id { get; set; }
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}
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/// <summary>
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/// 玩家状态变化同步
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleStateNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleStateNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleStateNotify>();
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}
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public override void Dispose()
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{
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Id = default;
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State = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleStateNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleStateNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public RoleStateInfo State { get; set; }
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}
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/// <summary>
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/// 玩家钓组状态变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleGearStateNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleGearStateNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleGearStateNotify>();
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}
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public override void Dispose()
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{
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Id = default;
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State = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleGearStateNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleGearStateNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public RoleFishingInfo State { get; set; }
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}
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/// <summary>
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/// 玩家钓组变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleGearChangeNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleGearChangeNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleGearChangeNotify>();
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}
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public override void Dispose()
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{
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Id = default;
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Gears = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleGearChangeNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleGearChangeNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public RoleGearInfo Gears { get; set; }
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}
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/// <summary>
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/// 玩家位置变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_MoveNotify : AMessage, IProto
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{
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public static Map2C_MoveNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_MoveNotify>();
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}
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public override void Dispose()
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{
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Id = default;
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Location = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_MoveNotify>(this);
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#endif
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}
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public MapRolePositionInfo Location { get; set; }
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}
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}
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