Files
Fishing2/Assets/Scripts/Generate/NetworkProtocol/CommonProtoData.cs
2025-10-09 17:56:21 +08:00

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