using ProtoBuf; using System.Collections.Generic; using Fantasy; using NBC; using NBC.Network.Interface; using NBC.Serialize; #pragma warning disable CS8618 namespace NBC { /// /// 请求创建房间 /// [ProtoContract] public partial class C2Game_CreateRoomRequest : AMessage, ICustomRouteRequest, IProto { public static C2Game_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 Game2C_CreateRoomResponse ResponseType { get; set; } public uint OpCode() { return OuterOpcode.C2Game_CreateRoomRequest; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public string Password { get; set; } } /// /// 请求创建房间成功 /// [ProtoContract] public partial class Game2C_CreateRoomResponse : AMessage, ICustomRouteResponse, IProto { public static Game2C_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.Game2C_CreateRoomResponse; } [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public long RoomId { get; set; } [ProtoMember(3)] public uint ErrorCode { get; set; } } /// /// 请求进入地图 /// [ProtoContract] public partial class C2Game_EnterMapRequest : AMessage, ICustomRouteRequest, IProto { public static C2Game_EnterMapRequest Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { MapId = default; Type = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoIgnore] public Game2C_EnterMapResponse ResponseType { get; set; } public uint OpCode() { return OuterOpcode.C2Game_EnterMapRequest; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public int Type { get; set; } } /// /// 请求进入地图响应 /// [ProtoContract] public partial class Game2C_EnterMapResponse : AMessage, ICustomRouteResponse, IProto { public static Game2C_EnterMapResponse Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ErrorCode = default; MapId = default; Pos = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Game2C_EnterMapResponse; } [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public int Pos { get; set; } [ProtoMember(3)] public uint ErrorCode { get; set; } } /// /// 请求进入房间 /// [ProtoContract] public partial class C2Game_EnterRoomRequest : AMessage, ICustomRouteRequest, IProto { public static C2Game_EnterRoomRequest 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 Game2C_EnterRoomResponse ResponseType { get; set; } public uint OpCode() { return OuterOpcode.C2Game_EnterRoomRequest; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public string Password { get; set; } } /// /// 请求进入房间响应 /// [ProtoContract] public partial class Game2C_EnterRoomResponse : AMessage, ICustomRouteResponse, IProto { public static Game2C_EnterRoomResponse 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.Game2C_EnterRoomResponse; } [ProtoMember(1)] public int MapId { get; set; } [ProtoMember(2)] public long RoomId { get; set; } [ProtoMember(3)] public uint ErrorCode { get; set; } } }