Files
Fishing2/Assets/Scripts/Generate/NetworkProtocol/MapMessage.cs

461 lines
12 KiB
C#

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 RoleGearItemInfo : AMessage, IProto
{
public static RoleGearItemInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<RoleGearItemInfo>();
}
public override void Dispose()
{
Id = default;
ConfigId = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<RoleGearItemInfo>(this);
#endif
}
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
public int ConfigId { get; set; }
}
[ProtoContract]
public partial class RoleGearInfo : AMessage, IProto
{
public static RoleGearInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<RoleGearInfo>();
}
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<RoleGearInfo>(this);
#endif
}
[ProtoMember(1)]
public RoleGearItemInfo Rod { get; set; }
[ProtoMember(2)]
public RoleGearItemInfo Reel { get; set; }
[ProtoMember(3)]
public RoleGearItemInfo Bobber { get; set; }
[ProtoMember(4)]
public RoleGearItemInfo Hook { get; set; }
[ProtoMember(5)]
public RoleGearItemInfo Bait { get; set; }
[ProtoMember(6)]
public RoleGearItemInfo Lure { get; set; }
[ProtoMember(7)]
public RoleGearItemInfo Weight { get; set; }
[ProtoMember(8)]
public RoleGearItemInfo Line { get; set; }
[ProtoMember(9)]
public RoleGearItemInfo Leader { get; set; }
[ProtoMember(10)]
public RoleGearItemInfo Feeder { get; set; }
}
[ProtoContract]
public partial class Vector3Info : AMessage, IProto
{
public static Vector3Info Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Vector3Info>();
}
public override void Dispose()
{
x = default;
y = default;
z = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Vector3Info>(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<QuaternionInfo>();
}
public override void Dispose()
{
x = default;
y = default;
z = default;
w = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<QuaternionInfo>(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 RoleFishingInfo : AMessage, IProto
{
public static RoleFishingInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<RoleFishingInfo>();
}
public override void Dispose()
{
LineLength = default;
ReelSpeed = default;
OpenLight = default;
RodSetting = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<RoleFishingInfo>(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 RoleStateInfo : AMessage, IProto
{
public static RoleStateInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<RoleStateInfo>();
}
public override void Dispose()
{
State = default;
Args.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<RoleStateInfo>(this);
#endif
}
[ProtoMember(1)]
public int State { get; set; }
[ProtoMember(2)]
public List<string> Args = new List<string>();
}
[ProtoContract]
public partial class MapRoleInfo : AMessage, IProto
{
public static MapRoleInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<MapRoleInfo>();
}
public override void Dispose()
{
Id = default;
RoleInfo = default;
Location = default;
State = default;
Gears = default;
FishingInfo = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<MapRoleInfo>(this);
#endif
}
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
public RoleSimpleInfo RoleInfo { get; set; }
[ProtoMember(3)]
public MapRolePositionInfo Location { get; set; }
[ProtoMember(4)]
public RoleStateInfo State { get; set; }
[ProtoMember(5)]
public RoleGearInfo Gears { get; set; }
[ProtoMember(6)]
public RoleFishingInfo FishingInfo { get; set; }
}
[ProtoContract]
public partial class MapRolePositionInfo : AMessage, IProto
{
public static MapRolePositionInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<MapRolePositionInfo>();
}
public override void Dispose()
{
Position = default;
Rotation = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<MapRolePositionInfo>(this);
#endif
}
[ProtoMember(1)]
public Vector3Info Position { get; set; }
[ProtoMember(2)]
public QuaternionInfo Rotation { get; set; }
}
[ProtoContract]
public partial class Map2C_CreateMapResponse : AMessage, ICustomRouteResponse, IProto
{
public static Map2C_CreateMapResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_CreateMapResponse>();
}
public override void Dispose()
{
ErrorCode = default;
Roles.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>();
[ProtoMember(2)]
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<C2Map_EnterMapRequest>();
}
public override void Dispose()
{
MapId = default;
RoomId = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Map_EnterMapRequest>(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<Map2C_EnterMapResponse>();
}
public override void Dispose()
{
ErrorCode = default;
Roles.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>();
[ProtoMember(2)]
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<C2Map_Move>();
}
public override void Dispose()
{
Location = default;
IsStop = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Map_Move>(this);
#endif
}
public uint OpCode() { return OuterOpcode.C2Map_Move; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public MapRolePositionInfo Location { get; set; }
[ProtoMember(2)]
public bool IsStop { get; set; }
}
/// <summary>
/// 用户进入地图
/// </summary>
[ProtoContract]
public partial class Map2C_RoleEnterMapNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleEnterMapNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_RoleEnterMapNotify>();
}
public override void Dispose()
{
Info = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_RoleEnterMapNotify>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_RoleEnterMapNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public MapRoleInfo Info { get; set; }
}
/// <summary>
/// 用户离开地图
/// </summary>
[ProtoContract]
public partial class Map2C_RoleExitMapNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleExitMapNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_RoleExitMapNotify>();
}
public override void Dispose()
{
Id = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_RoleExitMapNotify>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_RoleExitMapNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public long Id { get; set; }
}
/// <summary>
/// 玩家状态变化同步
/// </summary>
[ProtoContract]
public partial class Map2C_RoleStateNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleStateNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_RoleStateNotify>();
}
public override void Dispose()
{
Id = default;
State = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_RoleStateNotify>(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 RoleStateInfo State { get; set; }
}
/// <summary>
/// 玩家钓组状态变化
/// </summary>
[ProtoContract]
public partial class Map2C_RoleGearStateNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleGearStateNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_RoleGearStateNotify>();
}
public override void Dispose()
{
Id = default;
State = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_RoleGearStateNotify>(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 RoleFishingInfo State { get; set; }
}
/// <summary>
/// 玩家钓组变化
/// </summary>
[ProtoContract]
public partial class Map2C_RoleGearChangeNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleGearChangeNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_RoleGearChangeNotify>();
}
public override void Dispose()
{
Id = default;
Gears = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_RoleGearChangeNotify>(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 RoleGearInfo Gears { get; set; }
}
/// <summary>
/// 玩家位置变化
/// </summary>
[ProtoContract]
public partial class Map2C_MoveNotify : AMessage, IProto
{
public static Map2C_MoveNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_MoveNotify>();
}
public override void Dispose()
{
Id = default;
Location = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_MoveNotify>(this);
#endif
}
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
public MapRolePositionInfo Location { get; set; }
}
}