232 lines
6.3 KiB
C#
232 lines
6.3 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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[ProtoContract]
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public partial class C2Map_EnterRoomRequest : AMessage, ICustomRouteRequest, IProto
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{
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public static C2Map_EnterRoomRequest Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Map_EnterRoomRequest>();
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}
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public override void Dispose()
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{
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MapId = default;
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Password = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_EnterRoomRequest>(this);
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#endif
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}
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[ProtoIgnore]
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public Map2C_EnterRoomResponse ResponseType { get; set; }
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public uint OpCode() { return OuterOpcode.C2Map_EnterRoomRequest; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public string Password { get; set; }
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}
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[ProtoContract]
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public partial class Map2C_EnterRoomResponse : AMessage, ICustomRouteResponse, IProto
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{
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public static Map2C_EnterRoomResponse Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_EnterRoomResponse>();
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}
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public override void Dispose()
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{
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ErrorCode = default;
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MapId = default;
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RoomId = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_EnterRoomResponse>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_EnterRoomResponse; }
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[ProtoMember(1)]
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public int MapId { get; set; }
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[ProtoMember(2)]
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public long RoomId { get; set; }
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[ProtoMember(3)]
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public uint ErrorCode { get; set; }
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}
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[ProtoContract]
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public partial class C2Map_Move : AMessage, ICustomRouteMessage, IProto
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{
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public static C2Map_Move Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Map_Move>();
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}
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public override void Dispose()
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{
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Location = default;
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IsStop = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_Move>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.C2Map_Move; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public MapUnitPositionInfo Location { get; set; }
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[ProtoMember(2)]
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public bool IsStop { get; set; }
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}
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/// <summary>
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/// 用户进入地图
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleEnterMapNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleEnterMapNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleEnterMapNotify>();
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}
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public override void Dispose()
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{
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Info = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleEnterMapNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleEnterMapNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public MapUnitInfo Info { get; set; }
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}
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/// <summary>
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/// 用户离开地图
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleExitMapNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleExitMapNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleExitMapNotify>();
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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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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleExitMapNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleExitMapNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public long Id { get; set; }
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}
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/// <summary>
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/// 玩家状态变化同步
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleStateNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleStateNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleStateNotify>();
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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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State = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleStateNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleStateNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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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 UnitStateInfo State { get; set; }
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}
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/// <summary>
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/// 玩家钓组状态变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleGearStateNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleGearStateNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleGearStateNotify>();
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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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State = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleGearStateNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleGearStateNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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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 UnitFishingInfo State { get; set; }
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}
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/// <summary>
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/// 玩家钓组变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_RoleGearChangeNotify : AMessage, ICustomRouteMessage, IProto
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{
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public static Map2C_RoleGearChangeNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_RoleGearChangeNotify>();
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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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Gears = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RoleGearChangeNotify>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.Map2C_RoleGearChangeNotify; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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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 UnitGearInfo Gears { get; set; }
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}
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/// <summary>
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/// 玩家位置变化
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/// </summary>
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[ProtoContract]
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public partial class Map2C_MoveNotify : AMessage, IProto
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{
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public static Map2C_MoveNotify Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<Map2C_MoveNotify>();
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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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Location = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_MoveNotify>(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 MapUnitPositionInfo Location { get; set; }
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}
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}
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