using ProtoBuf; using System.Collections.Generic; using Fantasy; using NBC; using NBC.Network.Interface; using NBC.Serialize; #pragma warning disable CS8618 namespace NBC { /// /// 角色基础信息 /// [ProtoContract] public partial class RoleBaseInfo : AMessage, IProto { public static RoleBaseInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { NickName = default; Head = default; Country = default; Level = default; Exp = default; Vip = default; VipInfo = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public string NickName { get; set; } [ProtoMember(2)] public string Head { get; set; } [ProtoMember(3)] public string Country { get; set; } [ProtoMember(4)] public int Level { get; set; } [ProtoMember(5)] public int Exp { get; set; } [ProtoMember(6)] public bool Vip { get; set; } [ProtoMember(7)] public VipInfo VipInfo { get; set; } } [ProtoContract] public partial class KeyValueStringInt64 : AMessage, IProto { public static KeyValueStringInt64 Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Key = default; Value = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public string Key { get; set; } [ProtoMember(2)] public long Value { get; set; } } [ProtoContract] public partial class KeyValueInt32 : AMessage, IProto { public static KeyValueInt32 Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Key = default; Value = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int Key { get; set; } [ProtoMember(2)] public int Value { get; set; } } [ProtoContract] public partial class KeyValueInt64 : AMessage, IProto { public static KeyValueInt64 Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Key = default; Value = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Key { get; set; } [ProtoMember(2)] public long Value { get; set; } } [ProtoContract] public partial class KeyValueString : AMessage, IProto { public static KeyValueString Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Key = default; Value = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public string Key { get; set; } [ProtoMember(2)] public string Value { get; set; } } /// /// 角色信息 /// [ProtoContract] public partial class RoleInfo : AMessage, IProto { public static RoleInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { BaseInfo = default; RoleId = default; Items.Clear(); Fishs.Clear(); Activities.Clear(); Currency.Clear(); Slots.Clear(); Skills.Clear(); MapId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public RoleBaseInfo BaseInfo { get; set; } [ProtoMember(2)] public long RoleId { get; set; } [ProtoMember(3)] public List Items = new List(); [ProtoMember(4)] public List Fishs = new List(); [ProtoMember(5)] public List Activities = new List(); [ProtoMember(6)] public List Currency = new List(); [ProtoMember(7)] public List Slots = new List(); [ProtoMember(8)] public List Skills = new List(); [ProtoMember(9)] public int MapId { get; set; } } /// /// 角色信息 /// [ProtoContract] public partial class RoleSimpleInfo : AMessage, IProto { public static RoleSimpleInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { RoleId = default; NickName = default; Head = default; Country = default; Level = default; Vip = default; MapId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long RoleId { get; set; } [ProtoMember(2)] public string NickName { get; set; } [ProtoMember(3)] public string Head { get; set; } [ProtoMember(4)] public string Country { get; set; } [ProtoMember(5)] public int Level { get; set; } [ProtoMember(6)] public bool Vip { get; set; } [ProtoMember(7)] public int MapId { get; set; } } /// /// VIP信息 /// [ProtoContract] public partial class VipInfo : AMessage, IProto { public static VipInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { OpenTime = default; ExpirationTime = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long OpenTime { get; set; } [ProtoMember(2)] public long ExpirationTime { get; set; } } /// /// 奖励信息 /// [ProtoContract] public partial class AwardInfo : AMessage, IProto { public static AwardInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ConfigId = default; Count = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long ConfigId { get; set; } [ProtoMember(2)] public int Count { get; set; } } /// /// 物品信息 /// [ProtoContract] public partial class ItemInfo : AMessage, IProto { public static ItemInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ConfigId = default; Id = default; Count = default; ExpirationTime = default; GetTime = default; Abrasion = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int ConfigId { get; set; } [ProtoMember(2)] public long Id { get; set; } [ProtoMember(3)] public int Count { get; set; } [ProtoMember(4)] public long ExpirationTime { get; set; } [ProtoMember(5)] public long GetTime { get; set; } [ProtoMember(6)] public int Abrasion { get; set; } } /// /// fish信息 /// [ProtoContract] public partial class FishInfo : AMessage, IProto { public static FishInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ConfigId = default; Id = default; Weight = default; GetTime = default; ExpirationTime = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int ConfigId { get; set; } [ProtoMember(2)] public long Id { get; set; } [ProtoMember(3)] public int Weight { get; set; } [ProtoMember(4)] public long GetTime { get; set; } [ProtoMember(5)] public long ExpirationTime { get; set; } } [ProtoContract] public partial class ActivityInfo : AMessage, IProto { public static ActivityInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; StartTime = default; EndTime = default; Data.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public long StartTime { get; set; } [ProtoMember(3)] public long EndTime { get; set; } [ProtoMember(4)] public List Data = new List(); } /// /// 技能情况 /// [ProtoContract] public partial class SkillInfo : AMessage, IProto { public static SkillInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { ConfigId = default; Level = default; Exp = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int ConfigId { get; set; } [ProtoMember(2)] public int Level { get; set; } [ProtoMember(3)] public int Exp { get; set; } } }