新增位移,数值相关组件
This commit is contained in:
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fileFormatVersion: 2
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guid: 5432d229611d4f8e8fa72a637035bb40
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timeCreated: 1756044768
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3
Assets/Scripts/Fishing2/Model/Move.meta
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Assets/Scripts/Fishing2/Model/Move.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3313ff0be8cf4611891770497b258bcd
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timeCreated: 1756115138
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Assets/Scripts/Fishing2/Model/Move/MoveComponent.cs
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Assets/Scripts/Fishing2/Model/Move/MoveComponent.cs
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@@ -0,0 +1,9 @@
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using NBC.Entitas;
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namespace NBF.Fishing2
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{
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public class MoveComponent : Entity
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{
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}
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}
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3
Assets/Scripts/Fishing2/Model/Move/MoveComponent.cs.meta
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3
Assets/Scripts/Fishing2/Model/Move/MoveComponent.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 660d750ed1f74128a55bbb574d772af4
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timeCreated: 1756115969
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3
Assets/Scripts/Fishing2/Model/Numeric.meta
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Assets/Scripts/Fishing2/Model/Numeric.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2859b0361c964635b4ea58be3b903b6a
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timeCreated: 1756115131
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138
Assets/Scripts/Fishing2/Model/Numeric/NumericComponent.cs
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138
Assets/Scripts/Fishing2/Model/Numeric/NumericComponent.cs
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@@ -0,0 +1,138 @@
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using System.Collections.Generic;
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using NBC;
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using NBC.Entitas;
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namespace NBF.Fishing2
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{
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/// <summary>
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/// 数据组件
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/// </summary>
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public class NumericComponent : Entity
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{
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public Dictionary<int, long> NumericDic = new Dictionary<int, long>();
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public long this[int numericType]
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{
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get { return this.GetByKey(numericType); }
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set { this.Insert(numericType, value); }
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}
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}
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public struct NumericChange
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{
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public Unit Unit;
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public int NumericType;
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public long Old;
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public long New;
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}
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public static class NumericComponentSystem
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{
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public static float GetAsFloat(this NumericComponent self, int numericType)
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{
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return (float)self.GetByKey(numericType) / 10000;
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}
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public static int GetAsInt(this NumericComponent self, int numericType)
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{
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return (int)self.GetByKey(numericType);
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}
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public static long GetAsLong(this NumericComponent self, int numericType)
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{
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return self.GetByKey(numericType);
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}
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public static void Set(this NumericComponent self, int nt, float value)
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{
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self[nt] = (long)(value * 10000);
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}
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public static void Set(this NumericComponent self, int nt, int value)
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{
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self[nt] = value;
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}
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public static void Set(this NumericComponent self, int nt, long value)
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{
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self[nt] = value;
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}
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public static void Add(this NumericComponent self, int nt, float value)
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{
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self[nt] += (long)(value * 10000);
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}
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public static void Add(this NumericComponent self, int nt, int value)
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{
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self[nt] += value;
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}
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public static void Add(this NumericComponent self, int nt, long value)
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{
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self[nt] += value;
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}
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public static void SetNoEvent(this NumericComponent self, int numericType, long value)
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{
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self.Insert(numericType, value, false);
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}
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public static void Insert(this NumericComponent self, int numericType, long value, bool isPublicEvent = true)
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{
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long oldValue = self.GetByKey(numericType);
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if (oldValue == value)
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{
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return;
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}
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self.NumericDic[numericType] = value;
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if (numericType >= NumericType.Max)
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{
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self.Update(numericType, isPublicEvent);
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return;
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}
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if (isPublicEvent)
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{
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App.Main.EventComponent.Publish(new NumericChange()
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{ Unit = self.GetParent<Unit>(), New = value, Old = oldValue, NumericType = numericType });
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}
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}
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public static long GetByKey(this NumericComponent self, int key)
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{
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long value = 0;
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self.NumericDic.TryGetValue(key, out value);
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return value;
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}
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public static void Update(this NumericComponent self, int numericType, bool isPublicEvent)
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{
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int final = numericType / 10;
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int bas = final * 10 + 1;
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int add = final * 10 + 2;
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int pct = final * 10 + 3;
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int finalAdd = final * 10 + 4;
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int finalPct = final * 10 + 5;
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// 一个数值可能会多种情况影响,比如速度,加个buff可能增加速度绝对值100,也有些buff增加10%速度,所以一个值可以由5个值进行控制其最终结果
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// final = (((base + add) * (100 + pct) / 100) + finalAdd) * (100 + finalPct) / 100;
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long result = (long)(((self.GetByKey(bas) + self.GetByKey(add)) * (100 + self.GetAsFloat(pct)) / 100f +
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self.GetByKey(finalAdd)) *
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(100 + self.GetAsFloat(finalPct)) / 100f);
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self.Insert(final, result, isPublicEvent);
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}
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public static Dictionary<int, long> CopyDict(this NumericComponent self)
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{
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return new Dictionary<int, long>(self.NumericDic);
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}
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public static void Clear(this NumericComponent self)
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{
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self.NumericDic.Clear();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 737675ae567e412aa2ec234c3fa62ed5
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timeCreated: 1756114955
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8
Assets/Scripts/Fishing2/Model/Numeric/NumericType.cs
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8
Assets/Scripts/Fishing2/Model/Numeric/NumericType.cs
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@@ -0,0 +1,8 @@
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namespace NBF.Fishing2
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{
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public static class NumericType
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{
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public const int Max = 10000;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 257e38cf2fa2457087822886699e3276
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timeCreated: 1756115154
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9
Assets/Scripts/Fishing2/Model/Unit/UnitBasic.cs
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9
Assets/Scripts/Fishing2/Model/Unit/UnitBasic.cs
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@@ -0,0 +1,9 @@
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using NBC.Entitas;
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namespace NBF.Fishing2
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{
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public class UnitBasic : Entity
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{
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}
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}
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3
Assets/Scripts/Fishing2/Model/Unit/UnitBasic.cs.meta
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3
Assets/Scripts/Fishing2/Model/Unit/UnitBasic.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 19299372f58c4c1db612f36ce60ee238
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timeCreated: 1756116063
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15
Assets/Scripts/Fishing2/System/Data/UnitFactory.cs
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Assets/Scripts/Fishing2/System/Data/UnitFactory.cs
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@@ -0,0 +1,15 @@
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using NBC;
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using NBC.Entitas;
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namespace NBF.Fishing2
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{
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public static partial class UnitFactory
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{
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public static Unit Create(Map map, MapUnitInfo unitInfo, bool isMainPlayer = false)
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{
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var unit = Entity.Create<Unit>(map.Scene,true,true);
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unit.SetUnitInfo(unitInfo);
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return null;
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}
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}
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}
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3
Assets/Scripts/Fishing2/System/Data/UnitFactory.cs.meta
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3
Assets/Scripts/Fishing2/System/Data/UnitFactory.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d636bf7bc79a4d55b7f03a6e7a187b22
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timeCreated: 1756106498
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@@ -1,7 +1,18 @@
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namespace NBF.Fishing2
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using NBC;
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namespace NBF.Fishing2
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{
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public static class UnitSystem
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{
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public static void SetUnitInfo(this Unit self, MapUnitInfo unitInfo)
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{
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NumericComponent numericComponent = self.AddComponent<NumericComponent>();
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foreach (var kv in unitInfo.KV)
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{
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numericComponent.Set(kv.Key, kv.Value);
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}
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}
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public static UnitConfig Config(this Unit self)
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{
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return UnitConfig.Get(self.ConfigId);
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@@ -68,6 +68,26 @@ namespace NBC
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public long Value { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueInt32 : AMessage, IProto
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{
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public static KeyValueInt32 Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<KeyValueInt32>();
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}
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public override void Dispose()
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{
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Key = default;
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Value = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<KeyValueInt32>(this);
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#endif
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}
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[ProtoMember(1)]
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public int Key { get; set; }
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[ProtoMember(2)]
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public int Value { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueInt64 : AMessage, IProto
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{
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public static KeyValueInt64 Create(Scene scene)
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@@ -10,18 +10,18 @@ using NBC.Serialize;
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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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public partial class UnitGearItemInfo : AMessage, IProto
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{
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public static RoleGearItemInfo Create(Scene scene)
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public static UnitGearItemInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleGearItemInfo>();
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return scene.MessagePoolComponent.Rent<UnitGearItemInfo>();
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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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GetScene().MessagePoolComponent.Return<UnitGearItemInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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@@ -30,11 +30,11 @@ namespace NBC
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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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public partial class UnitGearInfo : AMessage, IProto
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{
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public static RoleGearInfo Create(Scene scene)
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public static UnitGearInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleGearInfo>();
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return scene.MessagePoolComponent.Rent<UnitGearInfo>();
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}
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public override void Dispose()
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{
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@@ -49,29 +49,29 @@ namespace NBC
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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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GetScene().MessagePoolComponent.Return<UnitGearInfo>(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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public UnitGearItemInfo Rod { get; set; }
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||||
[ProtoMember(2)]
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public RoleGearItemInfo Reel { get; set; }
|
||||
public UnitGearItemInfo Reel { get; set; }
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[ProtoMember(3)]
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public RoleGearItemInfo Bobber { get; set; }
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public UnitGearItemInfo Bobber { get; set; }
|
||||
[ProtoMember(4)]
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||||
public RoleGearItemInfo Hook { get; set; }
|
||||
public UnitGearItemInfo Hook { get; set; }
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||||
[ProtoMember(5)]
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||||
public RoleGearItemInfo Bait { get; set; }
|
||||
public UnitGearItemInfo Bait { get; set; }
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[ProtoMember(6)]
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||||
public RoleGearItemInfo Lure { get; set; }
|
||||
public UnitGearItemInfo Lure { get; set; }
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[ProtoMember(7)]
|
||||
public RoleGearItemInfo Weight { get; set; }
|
||||
public UnitGearItemInfo Weight { get; set; }
|
||||
[ProtoMember(8)]
|
||||
public RoleGearItemInfo Line { get; set; }
|
||||
public UnitGearItemInfo Line { get; set; }
|
||||
[ProtoMember(9)]
|
||||
public RoleGearItemInfo Leader { get; set; }
|
||||
public UnitGearItemInfo Leader { get; set; }
|
||||
[ProtoMember(10)]
|
||||
public RoleGearItemInfo Feeder { get; set; }
|
||||
public UnitGearItemInfo Feeder { get; set; }
|
||||
}
|
||||
[ProtoContract]
|
||||
public partial class Vector3Info : AMessage, IProto
|
||||
@@ -123,11 +123,11 @@ namespace NBC
|
||||
public float w { get; set; }
|
||||
}
|
||||
[ProtoContract]
|
||||
public partial class RoleFishingInfo : AMessage, IProto
|
||||
public partial class UnitFishingInfo : AMessage, IProto
|
||||
{
|
||||
public static RoleFishingInfo Create(Scene scene)
|
||||
public static UnitFishingInfo Create(Scene scene)
|
||||
{
|
||||
return scene.MessagePoolComponent.Rent<RoleFishingInfo>();
|
||||
return scene.MessagePoolComponent.Rent<UnitFishingInfo>();
|
||||
}
|
||||
public override void Dispose()
|
||||
{
|
||||
@@ -136,7 +136,7 @@ namespace NBC
|
||||
OpenLight = default;
|
||||
RodSetting = default;
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<RoleFishingInfo>(this);
|
||||
GetScene().MessagePoolComponent.Return<UnitFishingInfo>(this);
|
||||
#endif
|
||||
}
|
||||
[ProtoMember(1)]
|
||||
@@ -149,18 +149,18 @@ namespace NBC
|
||||
public int RodSetting { get; set; }
|
||||
}
|
||||
[ProtoContract]
|
||||
public partial class RoleStateInfo : AMessage, IProto
|
||||
public partial class UnitStateInfo : AMessage, IProto
|
||||
{
|
||||
public static RoleStateInfo Create(Scene scene)
|
||||
public static UnitStateInfo Create(Scene scene)
|
||||
{
|
||||
return scene.MessagePoolComponent.Rent<RoleStateInfo>();
|
||||
return scene.MessagePoolComponent.Rent<UnitStateInfo>();
|
||||
}
|
||||
public override void Dispose()
|
||||
{
|
||||
State = default;
|
||||
Args.Clear();
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<RoleStateInfo>(this);
|
||||
GetScene().MessagePoolComponent.Return<UnitStateInfo>(this);
|
||||
#endif
|
||||
}
|
||||
[ProtoMember(1)]
|
||||
@@ -169,11 +169,11 @@ namespace NBC
|
||||
public List<string> Args = new List<string>();
|
||||
}
|
||||
[ProtoContract]
|
||||
public partial class MapRoleInfo : AMessage, IProto
|
||||
public partial class MapUnitInfo : AMessage, IProto
|
||||
{
|
||||
public static MapRoleInfo Create(Scene scene)
|
||||
public static MapUnitInfo Create(Scene scene)
|
||||
{
|
||||
return scene.MessagePoolComponent.Rent<MapRoleInfo>();
|
||||
return scene.MessagePoolComponent.Rent<MapUnitInfo>();
|
||||
}
|
||||
public override void Dispose()
|
||||
{
|
||||
@@ -183,8 +183,9 @@ namespace NBC
|
||||
State = default;
|
||||
Gears = default;
|
||||
FishingInfo = default;
|
||||
KV.Clear();
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<MapRoleInfo>(this);
|
||||
GetScene().MessagePoolComponent.Return<MapUnitInfo>(this);
|
||||
#endif
|
||||
}
|
||||
[ProtoMember(1)]
|
||||
@@ -192,27 +193,29 @@ namespace NBC
|
||||
[ProtoMember(2)]
|
||||
public RoleSimpleInfo RoleInfo { get; set; }
|
||||
[ProtoMember(3)]
|
||||
public MapRolePositionInfo Location { get; set; }
|
||||
public MapUnitPositionInfo Location { get; set; }
|
||||
[ProtoMember(4)]
|
||||
public RoleStateInfo State { get; set; }
|
||||
public UnitStateInfo State { get; set; }
|
||||
[ProtoMember(5)]
|
||||
public RoleGearInfo Gears { get; set; }
|
||||
public UnitGearInfo Gears { get; set; }
|
||||
[ProtoMember(6)]
|
||||
public RoleFishingInfo FishingInfo { get; set; }
|
||||
public UnitFishingInfo FishingInfo { get; set; }
|
||||
[ProtoMember(7)]
|
||||
public List<KeyValueInt32> KV = new List<KeyValueInt32>();
|
||||
}
|
||||
[ProtoContract]
|
||||
public partial class MapRolePositionInfo : AMessage, IProto
|
||||
public partial class MapUnitPositionInfo : AMessage, IProto
|
||||
{
|
||||
public static MapRolePositionInfo Create(Scene scene)
|
||||
public static MapUnitPositionInfo Create(Scene scene)
|
||||
{
|
||||
return scene.MessagePoolComponent.Rent<MapRolePositionInfo>();
|
||||
return scene.MessagePoolComponent.Rent<MapUnitPositionInfo>();
|
||||
}
|
||||
public override void Dispose()
|
||||
{
|
||||
Position = default;
|
||||
Rotation = default;
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<MapRolePositionInfo>(this);
|
||||
GetScene().MessagePoolComponent.Return<MapUnitPositionInfo>(this);
|
||||
#endif
|
||||
}
|
||||
[ProtoMember(1)]
|
||||
@@ -230,14 +233,14 @@ namespace NBC
|
||||
public override void Dispose()
|
||||
{
|
||||
ErrorCode = default;
|
||||
Roles.Clear();
|
||||
Units.Clear();
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<Map2C_CreateMapResponse>(this);
|
||||
#endif
|
||||
}
|
||||
public uint OpCode() { return OuterOpcode.Map2C_CreateMapResponse; }
|
||||
[ProtoMember(1)]
|
||||
public List<MapRoleInfo> Roles = new List<MapRoleInfo>();
|
||||
public List<MapUnitInfo> Units = new List<MapUnitInfo>();
|
||||
[ProtoMember(2)]
|
||||
public uint ErrorCode { get; set; }
|
||||
}
|
||||
@@ -276,14 +279,14 @@ namespace NBC
|
||||
public override void Dispose()
|
||||
{
|
||||
ErrorCode = default;
|
||||
Roles.Clear();
|
||||
Units.Clear();
|
||||
#if FANTASY_NET || FANTASY_UNITY
|
||||
GetScene().MessagePoolComponent.Return<Map2C_EnterMapResponse>(this);
|
||||
#endif
|
||||
}
|
||||
public uint OpCode() { return OuterOpcode.Map2C_EnterMapResponse; }
|
||||
[ProtoMember(1)]
|
||||
public List<MapRoleInfo> Roles = new List<MapRoleInfo>();
|
||||
public List<MapUnitInfo> Units = new List<MapUnitInfo>();
|
||||
[ProtoMember(2)]
|
||||
public uint ErrorCode { get; set; }
|
||||
}
|
||||
@@ -306,7 +309,7 @@ namespace NBC
|
||||
[ProtoIgnore]
|
||||
public int RouteType => Fantasy.RouteType.MapRoute;
|
||||
[ProtoMember(1)]
|
||||
public MapRolePositionInfo Location { get; set; }
|
||||
public MapUnitPositionInfo Location { get; set; }
|
||||
[ProtoMember(2)]
|
||||
public bool IsStop { get; set; }
|
||||
}
|
||||
@@ -331,7 +334,7 @@ namespace NBC
|
||||
[ProtoIgnore]
|
||||
public int RouteType => Fantasy.RouteType.MapRoute;
|
||||
[ProtoMember(1)]
|
||||
public MapRoleInfo Info { get; set; }
|
||||
public MapUnitInfo Info { get; set; }
|
||||
}
|
||||
/// <summary>
|
||||
/// 用户离开地图
|
||||
@@ -380,7 +383,7 @@ namespace NBC
|
||||
[ProtoMember(1)]
|
||||
public long Id { get; set; }
|
||||
[ProtoMember(2)]
|
||||
public RoleStateInfo State { get; set; }
|
||||
public UnitStateInfo State { get; set; }
|
||||
}
|
||||
/// <summary>
|
||||
/// 玩家钓组状态变化
|
||||
@@ -406,7 +409,7 @@ namespace NBC
|
||||
[ProtoMember(1)]
|
||||
public long Id { get; set; }
|
||||
[ProtoMember(2)]
|
||||
public RoleFishingInfo State { get; set; }
|
||||
public UnitFishingInfo State { get; set; }
|
||||
}
|
||||
/// <summary>
|
||||
/// 玩家钓组变化
|
||||
@@ -432,7 +435,7 @@ namespace NBC
|
||||
[ProtoMember(1)]
|
||||
public long Id { get; set; }
|
||||
[ProtoMember(2)]
|
||||
public RoleGearInfo Gears { get; set; }
|
||||
public UnitGearInfo Gears { get; set; }
|
||||
}
|
||||
/// <summary>
|
||||
/// 玩家位置变化
|
||||
@@ -455,6 +458,6 @@ namespace NBC
|
||||
[ProtoMember(1)]
|
||||
public long Id { get; set; }
|
||||
[ProtoMember(2)]
|
||||
public MapRolePositionInfo Location { get; set; }
|
||||
public MapUnitPositionInfo Location { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -141,10 +141,7 @@ namespace NBF
|
||||
// //测试登录
|
||||
// OnLoginButtonClick().Coroutine();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private void LoadData()
|
||||
{
|
||||
ConfigAssets.Init();
|
||||
|
||||
Reference in New Issue
Block a user