using ProtoBuf; using System.Collections.Generic; using Fantasy; using NBC; using NBC.Network.Interface; using NBC.Serialize; #pragma warning disable CS8618 namespace NBC { [ProtoContract] public partial class UnitGearItemInfo : AMessage, IProto { public static UnitGearItemInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; ConfigId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public int ConfigId { get; set; } } [ProtoContract] public partial class UnitGearInfo : AMessage, IProto { public static UnitGearInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Rod = default; Reel = default; Bobber = default; Hook = default; Bait = default; Lure = default; Weight = default; Line = default; Leader = default; Feeder = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public UnitGearItemInfo Rod { get; set; } [ProtoMember(2)] public UnitGearItemInfo Reel { get; set; } [ProtoMember(3)] public UnitGearItemInfo Bobber { get; set; } [ProtoMember(4)] public UnitGearItemInfo Hook { get; set; } [ProtoMember(5)] public UnitGearItemInfo Bait { get; set; } [ProtoMember(6)] public UnitGearItemInfo Lure { get; set; } [ProtoMember(7)] public UnitGearItemInfo Weight { get; set; } [ProtoMember(8)] public UnitGearItemInfo Line { get; set; } [ProtoMember(9)] public UnitGearItemInfo Leader { get; set; } [ProtoMember(10)] public UnitGearItemInfo Feeder { get; set; } } [ProtoContract] public partial class Vector3Info : AMessage, IProto { public static Vector3Info Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { x = default; y = default; z = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public float x { get; set; } [ProtoMember(2)] public float y { get; set; } [ProtoMember(3)] public float z { get; set; } } [ProtoContract] public partial class QuaternionInfo : AMessage, IProto { public static QuaternionInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { x = default; y = default; z = default; w = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public float x { get; set; } [ProtoMember(2)] public float y { get; set; } [ProtoMember(3)] public float z { get; set; } [ProtoMember(4)] public float w { get; set; } } [ProtoContract] public partial class UnitFishingInfo : AMessage, IProto { public static UnitFishingInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { LineLength = default; ReelSpeed = default; OpenLight = default; RodSetting = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public float LineLength { get; set; } [ProtoMember(2)] public float ReelSpeed { get; set; } [ProtoMember(3)] public bool OpenLight { get; set; } [ProtoMember(4)] public int RodSetting { get; set; } } [ProtoContract] public partial class UnitStateInfo : AMessage, IProto { public static UnitStateInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { State = default; Args.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int State { get; set; } [ProtoMember(2)] public List Args = new List(); } [ProtoContract] public partial class MapUnitInfo : AMessage, IProto { public static MapUnitInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; RoleInfo = default; Location = default; State = default; Gears = default; FishingInfo = default; KV.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public RoleSimpleInfo RoleInfo { get; set; } [ProtoMember(3)] public MapUnitPositionInfo Location { get; set; } [ProtoMember(4)] public UnitStateInfo State { get; set; } [ProtoMember(5)] public UnitGearInfo Gears { get; set; } [ProtoMember(6)] public UnitFishingInfo FishingInfo { get; set; } [ProtoMember(7)] public List KV = new List(); } [ProtoContract] public partial class MapUnitPositionInfo : AMessage, IProto { public static MapUnitPositionInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Position = default; Rotation = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public Vector3Info Position { get; set; } [ProtoMember(2)] public QuaternionInfo Rotation { get; set; } } [ProtoContract] public partial class C2Map_CreateRoomRequest : AMessage, ICustomRouteRequest, IProto { public static C2Map_CreateRoomRequest Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { MapId = default; Password = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoIgnore] public Map2C_CreateRoomResponse ResponseType { get; set; } public uint OpCode() { return OuterOpcode.C2Map_CreateRoomRequest; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public string Password { get; set; } } [ProtoContract] public partial class Map2C_CreateRoomResponse : AMessage, ICustomRouteResponse, IProto { public static Map2C_CreateRoomResponse Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ErrorCode = default; MapId = default; RoomId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_CreateRoomResponse; } [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public long RoomId { get; set; } [ProtoMember(3)] public uint ErrorCode { get; set; } } [ProtoContract] public partial class C2Map_EnterMapRequest : AMessage, ICustomRouteRequest, IProto { public static C2Map_EnterMapRequest Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { MapId = default; RoomId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoIgnore] public Map2C_EnterMapResponse ResponseType { get; set; } public uint OpCode() { return OuterOpcode.C2Map_EnterMapRequest; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public long RoomId { get; set; } } [ProtoContract] public partial class Map2C_EnterMapResponse : AMessage, ICustomRouteResponse, IProto { public static Map2C_EnterMapResponse Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ErrorCode = default; Roles.Clear(); MapId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_EnterMapResponse; } [ProtoMember(1)] public List Roles = new List(); [ProtoMember(2)] public long MapId { get; set; } [ProtoMember(3)] public uint ErrorCode { get; set; } } [ProtoContract] public partial class C2Map_Move : AMessage, ICustomRouteMessage, IProto { public static C2Map_Move Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Location = default; IsStop = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.C2Map_Move; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public MapUnitPositionInfo Location { get; set; } [ProtoMember(2)] public bool IsStop { get; set; } } /// /// 用户进入地图 /// [ProtoContract] public partial class Map2C_RoleEnterMapNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleEnterMapNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Info = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_RoleEnterMapNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public MapUnitInfo Info { get; set; } } /// /// 用户离开地图 /// [ProtoContract] public partial class Map2C_RoleExitMapNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleExitMapNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_RoleExitMapNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public long Id { get; set; } } /// /// 玩家状态变化同步 /// [ProtoContract] public partial class Map2C_RoleStateNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleStateNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; State = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_RoleStateNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public UnitStateInfo State { get; set; } } /// /// 玩家钓组状态变化 /// [ProtoContract] public partial class Map2C_RoleGearStateNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleGearStateNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; State = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_RoleGearStateNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public UnitFishingInfo State { get; set; } } /// /// 玩家钓组变化 /// [ProtoContract] public partial class Map2C_RoleGearChangeNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleGearChangeNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; Gears = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_RoleGearChangeNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public UnitGearInfo Gears { get; set; } } /// /// 玩家位置变化 /// [ProtoContract] public partial class Map2C_MoveNotify : AMessage, IProto { public static Map2C_MoveNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; Location = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public MapUnitPositionInfo Location { get; set; } } }