344 lines
8.1 KiB
C#
344 lines
8.1 KiB
C#
using ProtoBuf;
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using System.Collections.Generic;
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using Fantasy;
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using NBC;
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using NBC.Network.Interface;
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using NBC.Serialize;
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#pragma warning disable CS8618
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namespace NBC
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{
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/// <summary>
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/// 角色基础信息
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/// </summary>
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[ProtoContract]
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public partial class RoleBaseInfo : AMessage, IProto
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{
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public static RoleBaseInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleBaseInfo>();
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}
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public override void Dispose()
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{
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NickName = default;
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Head = default;
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Country = default;
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Level = default;
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Exp = default;
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VipInfo = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleBaseInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public string NickName { get; set; }
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[ProtoMember(2)]
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public string Head { get; set; }
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[ProtoMember(3)]
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public string Country { get; set; }
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[ProtoMember(4)]
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public int Level { get; set; }
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[ProtoMember(5)]
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public int Exp { get; set; }
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[ProtoMember(6)]
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public VipInfo VipInfo { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueInt64 : AMessage, IProto
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{
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public static KeyValueInt64 Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<KeyValueInt64>();
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}
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public override void Dispose()
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{
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Key = default;
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Value = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<KeyValueInt64>(this);
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#endif
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}
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[ProtoMember(1)]
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public int Key { get; set; }
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[ProtoMember(2)]
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public long Value { get; set; }
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}
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/// <summary>
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/// 角色信息
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/// </summary>
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[ProtoContract]
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public partial class RoleInfo : AMessage, IProto
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{
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public static RoleInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleInfo>();
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}
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public override void Dispose()
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{
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BaseInfo = default;
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RoleId = default;
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Items.Clear();
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ItemBinds.Clear();
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Fishs.Clear();
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Activities.Clear();
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Currency.Clear();
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Slots.Clear();
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Skills.Clear();
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MapId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public RoleBaseInfo BaseInfo { get; set; }
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[ProtoMember(2)]
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public long RoleId { get; set; }
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[ProtoMember(3)]
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public List<ItemInfo> Items = new List<ItemInfo>();
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[ProtoMember(4)]
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public List<ItemBindInfo> ItemBinds = new List<ItemBindInfo>();
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[ProtoMember(5)]
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public List<FishInfo> Fishs = new List<FishInfo>();
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[ProtoMember(6)]
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public List<ActivityInfo> Activities = new List<ActivityInfo>();
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[ProtoMember(7)]
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public List<KeyValueInt64> Currency = new List<KeyValueInt64>();
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[ProtoMember(8)]
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public List<KeyValueInt64> Slots = new List<KeyValueInt64>();
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[ProtoMember(9)]
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public List<SkillInfo> Skills = new List<SkillInfo>();
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[ProtoMember(10)]
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public int MapId { get; set; }
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}
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/// <summary>
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/// 角色信息
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/// </summary>
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[ProtoContract]
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public partial class RoleSimpleInfo : AMessage, IProto
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{
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public static RoleSimpleInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<RoleSimpleInfo>();
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}
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public override void Dispose()
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{
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RoleId = default;
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NickName = default;
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Head = default;
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Country = default;
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Level = default;
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Vip = default;
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MapId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<RoleSimpleInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long RoleId { get; set; }
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[ProtoMember(2)]
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public string NickName { get; set; }
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[ProtoMember(3)]
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public string Head { get; set; }
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[ProtoMember(4)]
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public string Country { get; set; }
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[ProtoMember(5)]
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public int Level { get; set; }
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[ProtoMember(6)]
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public int Vip { get; set; }
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[ProtoMember(7)]
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public int MapId { get; set; }
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}
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/// <summary>
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/// VIP信息
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/// </summary>
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[ProtoContract]
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public partial class VipInfo : AMessage, IProto
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{
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public static VipInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<VipInfo>();
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}
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public override void Dispose()
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{
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Level = default;
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OpenTime = default;
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ExpirationTime = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<VipInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public int Level { get; set; }
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[ProtoMember(2)]
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public long OpenTime { get; set; }
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[ProtoMember(3)]
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public long ExpirationTime { get; set; }
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}
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/// <summary>
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/// 奖励信息
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/// </summary>
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[ProtoContract]
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public partial class AwardInfo : AMessage, IProto
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{
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public static AwardInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<AwardInfo>();
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}
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public override void Dispose()
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{
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ConfigId = default;
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Count = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<AwardInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long ConfigId { get; set; }
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[ProtoMember(2)]
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public int Count { get; set; }
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}
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/// <summary>
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/// 玩家当前使用钓组信息
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/// </summary>
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[ProtoContract]
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public partial class ItemBindInfo : AMessage, IProto
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{
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public static ItemBindInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ItemBindInfo>();
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}
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public override void Dispose()
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{
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Item = default;
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BindItems.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ItemBindInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long Item { get; set; }
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[ProtoMember(2)]
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public List<long> BindItems = new List<long>();
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}
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/// <summary>
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/// 物品信息
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/// </summary>
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[ProtoContract]
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public partial class ItemInfo : AMessage, IProto
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{
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public static ItemInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ItemInfo>();
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}
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public override void Dispose()
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{
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ConfigId = default;
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Id = default;
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Count = default;
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ExpirationTime = default;
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GetTime = default;
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Abrasion = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ItemInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public int ConfigId { get; set; }
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[ProtoMember(2)]
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public long Id { get; set; }
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[ProtoMember(3)]
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public int Count { get; set; }
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[ProtoMember(4)]
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public long ExpirationTime { get; set; }
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[ProtoMember(5)]
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public long GetTime { get; set; }
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[ProtoMember(6)]
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public int Abrasion { get; set; }
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}
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/// <summary>
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/// fish信息
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/// </summary>
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[ProtoContract]
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public partial class FishInfo : AMessage, IProto
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{
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public static FishInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<FishInfo>();
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}
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public override void Dispose()
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{
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ConfigId = default;
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Id = default;
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Weight = default;
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GetTime = default;
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ExpirationTime = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<FishInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public int ConfigId { get; set; }
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[ProtoMember(2)]
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public long Id { get; set; }
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[ProtoMember(3)]
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public int Weight { get; set; }
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[ProtoMember(4)]
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public long GetTime { get; set; }
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[ProtoMember(5)]
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public long ExpirationTime { get; set; }
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}
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[ProtoContract]
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public partial class ActivityInfo : AMessage, IProto
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{
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public static ActivityInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<ActivityInfo>();
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}
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public override void Dispose()
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{
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Id = default;
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StartTime = default;
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EndTime = default;
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Data.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<ActivityInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public long Id { get; set; }
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[ProtoMember(2)]
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public long StartTime { get; set; }
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[ProtoMember(3)]
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public long EndTime { get; set; }
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[ProtoMember(4)]
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public List<KeyValueInt64> Data = new List<KeyValueInt64>();
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}
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/// <summary>
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/// 技能情况
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/// </summary>
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[ProtoContract]
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public partial class SkillInfo : AMessage, IProto
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{
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public static SkillInfo Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<SkillInfo>();
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}
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public override void Dispose()
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{
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ConfigId = default;
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Level = default;
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Exp = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<SkillInfo>(this);
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#endif
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}
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[ProtoMember(1)]
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public int ConfigId { get; set; }
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[ProtoMember(2)]
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public int Level { get; set; }
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[ProtoMember(3)]
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public int Exp { get; set; }
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}
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}
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