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 { [ProtoContract] public partial class RoleGearItemInfo : AMessage, IProto { public static RoleGearItemInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; ConfigId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } 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(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(); } public override void Dispose() { x = default; y = default; z = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { x = default; y = default; z = default; w = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { LineLength = default; ReelSpeed = default; OpenLight = default; RodSetting = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { State = default; Args.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public int State { get; set; } [ProtoMember(2)] public List Args = new List(); } [ProtoContract] public partial class MapRoleInfo : AMessage, IProto { public static MapRoleInfo Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; RoleInfo = default; Location = default; State = default; Gears = default; FishingInfo = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { Position = default; Rotation = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { ErrorCode = default; Roles.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_CreateMapResponse; } [ProtoMember(1)] public List Roles = new List(); [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(); } public override void Dispose() { MapId = default; RoomId = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(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(); } public override void Dispose() { ErrorCode = default; Roles.Clear(); #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } public uint OpCode() { return OuterOpcode.Map2C_EnterMapResponse; } [ProtoMember(1)] public List Roles = new List(); [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(); } public override void Dispose() { Location = default; IsStop = 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 MapRolePositionInfo Location { get; set; } [ProtoMember(2)] public bool IsStop { get; set; } } /// /// 用户进入地图 /// [ProtoContract] public partial class Map2C_RoleEnterMapNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleEnterMapNotify 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_RoleEnterMapNotify; } [ProtoIgnore] public int RouteType => Fantasy.RouteType.MapRoute; [ProtoMember(1)] public MapRoleInfo Info { get; set; } } /// /// 用户离开地图 /// [ProtoContract] public partial class Map2C_RoleExitMapNotify : AMessage, ICustomRouteMessage, IProto { public static Map2C_RoleExitMapNotify 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_RoleExitMapNotify; } [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 RoleStateInfo 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 RoleFishingInfo 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 RoleGearInfo Gears { get; set; } } /// /// 玩家位置变化 /// [ProtoContract] public partial class Map2C_MoveNotify : AMessage, IProto { public static Map2C_MoveNotify Create(Scene scene) { return scene.MessagePoolComponent.Rent(); } public override void Dispose() { Id = default; Location = default; #if FANTASY_NET || FANTASY_UNITY GetScene().MessagePoolComponent.Return(this); #endif } [ProtoMember(1)] public long Id { get; set; } [ProtoMember(2)] public MapRolePositionInfo Location { get; set; } } }