using ProtoBuf; using System; using System.Collections.Generic; using NBC; using NBC.Network.Interface; using NBC.Serialize; #pragma warning disable CS8618 namespace NBC { [ProtoContract] public partial class Vector3Info : AMessage { 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 Vector2Info : AMessage { public static Vector2Info Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { x = default; y = 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; } } [ProtoContract] public partial class QuaternionInfo : AMessage { 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; } } /// /// 玩家当前使用钓组信息 /// [ProtoContract] public partial class GearInfo : AMessage { public static GearInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Rod = default; Rigs.Clear(); Position = default; Rotation = default; Propertys.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Rod { get; set; } [ProtoMember(2)] public List Rigs = new List(); [ProtoMember(3)] public Vector3Info Position { get; set; } [ProtoMember(4)] public Vector3Info Rotation { get; set; } [ProtoMember(5)] public List Propertys = new List(); } [ProtoContract] public partial class UnitStateInfo : AMessage { public static UnitStateInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { State = default; Propertys.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int State { get; set; } [ProtoMember(2)] public List Propertys = new List(); } [ProtoContract] public partial class MapUnitInfo : AMessage { public static MapUnitInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; RoleInfo = default; Position = default; Rotation = default; State = default; Gears.Clear(); Propertys.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 Vector3Info Position { get; set; } [ProtoMember(4)] public Vector3Info Rotation { get; set; } [ProtoMember(5)] public UnitStateInfo State { get; set; } [ProtoMember(6)] public List Gears = new List(); [ProtoMember(7)] public List Propertys = new List(); } }