using ProtoBuf;
using System.Collections.Generic;
using MongoDB.Bson.Serialization.Attributes;
using Fantasy;
using Fantasy.Network.Interface;
using Fantasy.Serialize;
// ReSharper disable InconsistentNaming
// ReSharper disable RedundantUsingDirective
// ReSharper disable RedundantOverriddenMember
// ReSharper disable PartialTypeWithSinglePart
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable MemberCanBePrivate.Global
// ReSharper disable CheckNamespace
#pragma warning disable CS8625 // Cannot convert null literal to non-nullable reference type.
#pragma warning disable CS8618
namespace Fantasy
{
///
/// 用户进入地图
///
[ProtoContract]
public partial class Map2C_RoleEnterRoomNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleEnterRoomNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Info = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_RoleEnterRoomNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public MapUnitInfo Info { get; set; }
}
///
/// 用户离开地图
///
[ProtoContract]
public partial class Map2C_RoleExitRoomNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleExitRoomNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_RoleExitRoomNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public long Id { get; set; }
}
///
/// 玩家状态变化同步
///
[ProtoContract]
public partial class Map2C_RoleStateNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleStateNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
State = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(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 UnitStateInfo State { get; set; }
}
///
/// 玩家钓组状态变化
///
[ProtoContract]
public partial class Map2C_RoleGearStateNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleGearStateNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
State = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(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 UnitFishingInfo State { get; set; }
}
///
/// 玩家钓组变化
///
[ProtoContract]
public partial class Map2C_RoleGearChangeNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_RoleGearChangeNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
Gears = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(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 GearInfo Gears { get; set; }
}
[ProtoContract]
public partial class C2Map_Move : AMessage, ICustomRouteMessage, IProto
{
public static C2Map_Move Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Position = default;
Rotation = default;
Direction = default;
IsStop = default;
Timestamp = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.C2Map_Move; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public Vector3Info Position { get; set; }
[ProtoMember(2)]
public Vector3Info Rotation { get; set; }
[ProtoMember(3)]
public Vector3Info Direction { get; set; }
[ProtoMember(4)]
public bool IsStop { get; set; }
[ProtoMember(5)]
public long Timestamp { get; set; }
}
[ProtoContract]
public partial class C2Map_Look : AMessage, ICustomRouteMessage, IProto
{
public static C2Map_Look Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Rotation = default;
Timestamp = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.C2Map_Look; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public Vector3Info Rotation { get; set; }
[ProtoMember(2)]
public long Timestamp { get; set; }
}
///
/// 玩家移动推送
///
[ProtoContract]
public partial class Map2C_MoveNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_MoveNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
Position = default;
Rotation = default;
Direction = default;
IsStop = default;
Timestamp = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_MoveNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
public Vector3Info Position { get; set; }
[ProtoMember(3)]
public Vector3Info Rotation { get; set; }
[ProtoMember(4)]
public Vector3Info Direction { get; set; }
[ProtoMember(5)]
public bool IsStop { get; set; }
[ProtoMember(6)]
public long Timestamp { get; set; }
}
///
/// 玩家旋转推送
///
[ProtoContract]
public partial class Map2C_LookeNotify : AMessage, ICustomRouteMessage, IProto
{
public static Map2C_LookeNotify Create(Scene scene)
{
return scene.MessagePoolComponent.Rent();
}
public override void Dispose()
{
Id = default;
Rotation = default;
Timestamp = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_LookeNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
public Vector3Info Rotation { get; set; }
[ProtoMember(3)]
public long Timestamp { get; set; }
}
}