提交示例代码

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Bob.Song
2026-03-05 11:39:06 +08:00
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using System;
using System.Collections;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network;
using UnityEngine;
using UnityEngine.UI;
public sealed class EntryComponent : Entity
{
public Entry Entry;
}
public class Entry : MonoBehaviour
{
private Scene _scene;
private Session _session;
public GameObject LoginPanel;
public GameObject ChatPanel;
public Text MessageText;
public InputField PrivateText;
public InputField UserName;
public InputField SendMessageText;
public Button LoginButton;
public Button ExitButton;
public Button BroadcastButton;
public Button ChannelButton;
public Button PrivateButton;
public Button SendButton1;
public Button ChatNodeEventButton;
void Start()
{
LoginPanel.SetActive(true);
ChatPanel.SetActive(false);
StartAsync().Coroutine();
LoginButton.onClick.RemoveAllListeners();
LoginButton.onClick.AddListener(() => { OnLoginButtonClick().Coroutine();});
ExitButton.onClick.RemoveAllListeners();
ExitButton.onClick.AddListener(() => { OnExitButtonClick().Coroutine();});
SendButton1.onClick.RemoveAllListeners();
SendButton1.onClick.AddListener(() => { OnSendButton1Click().Coroutine();});
BroadcastButton.onClick.RemoveAllListeners();
BroadcastButton.onClick.AddListener(() => { OnBroadcastButtonClick().Coroutine();});
ChannelButton.onClick.RemoveAllListeners();
ChannelButton.onClick.AddListener(() => { OnChannelButtonClick().Coroutine();});
PrivateButton.onClick.RemoveAllListeners();
PrivateButton.onClick.AddListener(() => { OnPrivateButtonClick().Coroutine();});
}
private async FTask StartAsync()
{
Fantasy.Platform.Unity.Entry.Initialize(GetType().Assembly);
_scene = await Scene.Create(SceneRuntimeType.MainThread);
_scene.AddComponent<EntryComponent>().Entry = this;
_scene.AddComponent<SerializerComponent>().Initialize();
}
private async FTask OnLoginButtonClick()
{
// 创建一个连接这里是连接到目标的Gate服务器
_session = _scene.Connect(
"127.0.0.1:20000",
NetworkProtocolType.KCP,
() =>
{
Log.Debug("连接成功!");
_session.AddComponent<SessionHeartbeatComponent>().Start(2000);
},
() =>
{
Log.Debug("连接失败!");
},
() =>
{
Log.Debug("断开连接!");
},
false, 5000);
// 发送登录请求
var response = (G2C_LoginResponse)await _session.Call(new C2G_LoginRequest()
{
UserName = UserName.text
});
// 查看错误码
if (response.ErrorCode != 0)
{
Log.Error($"登录错误 ErrorCode:{response.ErrorCode}");
return;
}
LoginPanel.SetActive(false);
ChatPanel.SetActive(true);
Log.Debug("登录成功!");
}
private async FTask OnExitButtonClick()
{
var response = (G2C_ExitResponse)await _session.Call(new C2G_ExitRequest());
if (response.ErrorCode != 0)
{
Log.Error($"退出游戏错误 ErrorCode:{response.ErrorCode}");
return;
}
LoginPanel.SetActive(true);
ChatPanel.SetActive(false);
Log.Debug("退出游戏成功!");
}
private async FTask OnSendButton1Click()
{
await FTask.CompletedTask;
// SendButton1.interactable = false;
// var response = (Chat2C_SendMessageResponse) await _session.Call(new C2Chat_SendMessageRequest());
// if (response.ErrorCode != 0)
// {
// Log.Error($"发送聊天消息失败 ErrorCode:{response.ErrorCode}");
// return;
// }
// Log.Debug("发送聊天消息成功!");
// SendButton1.interactable = true;
}
private async FTask OnBroadcastButtonClick()
{
BroadcastButton.interactable = false;
var tree = ChatTreeFactory.Broadcast(_scene);
tree = tree.AddendPositionNode(SendMessageText.text, "勇者大陆", 121, 131, 111);
var response = (Chat2C_SendMessageResponse)await _session.Call(new C2Chat_SendMessageRequest()
{
ChatInfoTree = tree
});
if (response.ErrorCode != 0)
{
Log.Error($"发送聊天消息失败 ErrorCode:{response.ErrorCode}");
}
BroadcastButton.interactable = true;
}
private async FTask OnChannelButtonClick()
{
ChannelButton.interactable = false;
var tree = ChatTreeFactory.Team(_scene);
tree.ChatChannelId = 1;
// tree = tree.AddendTextNode("你好欢迎来到Fantasy Chat").AddendLinkNode("点击这里http://www.fantasy.com.cn");
var response = (Chat2C_SendMessageResponse)await _session.Call(new C2Chat_SendMessageRequest()
{
ChatInfoTree = tree
});
if (response.ErrorCode != 0)
{
Log.Error($"发送频道聊天消息失败 ErrorCode:{response.ErrorCode}");
}
ChannelButton.interactable = true;
}
private async FTask OnPrivateButtonClick()
{
PrivateButton.interactable = false;
var tree = ChatTreeFactory.Private(_scene);
tree.Target.Add(Convert.ToInt64(PrivateText.text));
// tree = tree.AddendTextNode("你好欢迎来到Fantasy Chat").AddendLinkNode("点击这里http://www.fantasy.com.cn");
var response = (Chat2C_SendMessageResponse)await _session.Call(new C2Chat_SendMessageRequest()
{
ChatInfoTree = tree
});
if (response.ErrorCode != 0)
{
Log.Error($"发送私聊消息失败 ErrorCode:{response.ErrorCode}");
}
PrivateButton.interactable = true;
}
}

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using System;
namespace Fantasy
{
/// <summary>
/// 聊天频道类型
/// </summary>
[Flags]
public enum ChatChannelType
{
None = 0,
World = 1 << 1, // 世界频道
Private = 1 << 2, // 私聊频道
System = 1 << 3, // 系统频道
Broadcast = 1 << 4, // 广播频道
Notice = 1 << 5, // 公告频道
Team = 1 << 6, // 队伍频道
Near = 1 << 7, // 附近频道
CurrentMap = 1 << 8, // 当前地图频道
// 所有频道
All = World | Private | System | Broadcast | Notice | Team | Near,
// 其他聊天栏显示的频道
Display = World | Private | System | Broadcast | Notice | Team | Near | CurrentMap
}
/// <summary>
/// 聊天节点类型
/// </summary>
public enum ChatNodeType
{
None = 0,
Position = 1, // 位置节点
OpenUI = 2, // 打开UI节点
Link = 3, // 链接节点
Item = 4, // 物品节点
Text = 5, // 文本节点
Image = 6, // 图片节点
}
/// <summary>
/// 聊天节点事件类型
/// </summary>
public enum ChatNodeEvent
{
None = 0,
OpenUI = 1, // 打开UI节点
ClickLink = 2, // 点击链接节点
UseItem = 3, // 使用物品节点
Position = 4, // 位置节点
}
}

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using System.Runtime.Serialization;
using MongoDB.Bson.Serialization.Attributes;
using Newtonsoft.Json;
using ProtoBuf;
namespace Fantasy
{
public partial class ChatInfoTree
{
[BsonIgnore]
[JsonIgnore]
[ProtoIgnore]
[IgnoreDataMember]
public Scene Scene { get; set; }
}
}

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using System.Collections.Generic;
namespace Fantasy
{
public static class ChatNodeEventHelper
{
public static void Handler(Scene scene, ChatInfoNode node)
{
switch ((ChatNodeEvent)node.ChatNodeEvent)
{
case ChatNodeEvent.ClickLink:
{
ClickLinkHandler(scene, node);
return;
}
case ChatNodeEvent.OpenUI:
{
OpenUIHandler(scene, node);
return;
}
case ChatNodeEvent.Position:
{
PositionHandler(scene, node);
return;
}
case ChatNodeEvent.UseItem:
{
UseItemHandler(scene, node);
return;
}
}
}
private static void ClickLinkHandler(Scene scene, ChatInfoNode node)
{
if (node.Data == null || node.Data.Length == 0)
{
return;
}
var chatLinkNode = scene.GetComponent<SerializerComponent>().Deserialize<ChatLinkNode>(node.Data);
// 拿到这个之后,就可以为所欲为了。
// 根据自己的逻辑和UI设计做出相应的处理。
Log.Debug($"ClickLinkHandler Link:{chatLinkNode.Link}");
}
private static void OpenUIHandler(Scene scene, ChatInfoNode node)
{
if (node.Data == null || node.Data.Length == 0)
{
return;
}
var chatOpenUINode =scene.GetComponent<SerializerComponent>().Deserialize<ChatOpenUINode>(node.Data);
// 拿到这个之后,就可以为所欲为了。
// 根据自己的逻辑和UI设计做出相应的处理。
Log.Debug($"OpenUIHandler UIName:{chatOpenUINode.UIName}");
}
private static void PositionHandler(Scene scene, ChatInfoNode node)
{
if (node.Data == null || node.Data.Length == 0)
{
return;
}
var chatPositionNode =scene.GetComponent<SerializerComponent>().Deserialize<ChatPositionNode>(node.Data);
// 拿到这个之后,就可以为所欲为了。
// 根据自己的逻辑和UI设计做出相应的处理。
Log.Debug($"PositionHandler MapName:{chatPositionNode.MapName} X:{chatPositionNode.PosX} Y:{chatPositionNode.PosY} Z:{chatPositionNode.PosZ}");
}
private static void UseItemHandler(Scene scene, ChatInfoNode node)
{
// TODO: Implement UseItemHandler
}
}
}

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namespace Fantasy
{
/// <summary>
/// 聊天信息节点
/// </summary>
public static class ChatNodeFactory
{
/// <summary>
/// 添加文本节点
/// </summary>
/// <param name="chatInfoTree"></param>
/// <param name="content"></param>
/// <returns></returns>
public static ChatInfoTree AddendTextNode(this ChatInfoTree chatInfoTree, string content)
{
var chatInfoNode = new ChatInfoNode()
{
ChatNodeType = (int)ChatNodeType.Text,
Content = content
};
chatInfoTree.Node.Add(chatInfoNode);
return chatInfoTree;
}
/// <summary>
/// 添加链接节点
/// </summary>
/// <param name="chatInfoTree"></param>
/// <param name="content"></param>
/// <param name="link"></param>
/// <returns></returns>
public static ChatInfoTree AddendLinkNode(this ChatInfoTree chatInfoTree, string content,string link)
{
var chatLinkNode = new ChatLinkNode()
{
Link = link
};
var serializerComponent = chatInfoTree.Scene.GetComponent<SerializerComponent>();
var chatInfoNode = new ChatInfoNode()
{
ChatNodeType = (int)ChatNodeType.Link,
ChatNodeEvent = (int)ChatNodeEvent.ClickLink,
Content = content,
Data = serializerComponent.Serialize(chatLinkNode)
};
chatInfoTree.Node.Add(chatInfoNode);
return chatInfoTree;
}
/// <summary>
/// 添加图片节点
/// </summary>
/// <param name="chatInfoTree"></param>
/// <param name="content"></param>
/// <returns></returns>
public static ChatInfoTree AddendImageNode(this ChatInfoTree chatInfoTree, string content)
{
var chatInfoNode = new ChatInfoNode()
{
ChatNodeType = (int)ChatNodeType.Image,
Content = content
};
chatInfoTree.Node.Add(chatInfoNode);
return chatInfoTree;
}
/// <summary>
/// 添加打开UI节点
/// </summary>
/// <param name="chatInfoTree"></param>
/// <param name="content"></param>
/// <param name="uiName"></param>
/// <returns></returns>
public static ChatInfoTree AddendOpenUINode(this ChatInfoTree chatInfoTree, string content,string uiName)
{
var chatOpenUINode = new ChatOpenUINode()
{
UIName = uiName
};
var serializerComponent = chatInfoTree.Scene.GetComponent<SerializerComponent>();
var chatInfoNode = new ChatInfoNode()
{
ChatNodeType = (int)ChatNodeType.OpenUI,
ChatNodeEvent = (int)ChatNodeEvent.OpenUI,
Content = content,
Data = serializerComponent.Serialize(chatOpenUINode)
};
chatInfoTree.Node.Add(chatInfoNode);
return chatInfoTree;
}
/// <summary>
/// 添加位置节点
/// </summary>
/// <param name="chatInfoTree"></param>
/// <param name="content"></param>
/// <param name="mapName"></param>
/// <param name="mapX"></param>
/// <param name="mapY"></param>
/// <param name="mapZ"></param>
/// <returns></returns>
public static ChatInfoTree AddendPositionNode(this ChatInfoTree chatInfoTree, string content, string mapName,
float mapX, float mapY, float mapZ)
{
var chatPositionNode = new ChatPositionNode()
{
MapName = mapName,
PosX = mapX,
PosY = mapY,
PosZ = mapZ,
};
var serializerComponent = chatInfoTree.Scene.GetComponent<SerializerComponent>();
var chatInfoNode = new ChatInfoNode()
{
ChatNodeType = (int)ChatNodeType.Position,
ChatNodeEvent = (int)ChatNodeEvent.Position,
Content = content,
Data = serializerComponent.Serialize(chatPositionNode)
};
chatInfoTree.Node.Add(chatInfoNode);
return chatInfoTree;
}
}
}

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namespace Fantasy
{
/// <summary>
/// 创建聊天树的总入口
/// </summary>
public static class ChatTreeFactory
{
/// <summary>
/// 创建世界聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree World(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.World,
};
}
/// <summary>
/// 创建私聊聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree Private(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.Private,
};
}
/// <summary>
/// 创建系统聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree System(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.System,
};
}
/// <summary>
/// 创建公广播聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree Broadcast(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.Broadcast,
};
}
/// <summary>
/// 创建公告聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree Notice(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.Notice,
};
}
/// <summary>
/// 创建队伍聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree Team(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.Team,
};
}
/// <summary>
/// 创建附近人聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree Near(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.Near,
};
}
/// <summary>
/// 创建当前地图聊天树
/// </summary>
/// <param name="scene"></param>
/// <returns></returns>
public static ChatInfoTree CurrentMap(Scene scene)
{
return new ChatInfoTree()
{
Scene = scene,
ChatChannelType = (int)ChatChannelType.CurrentMap,
};
}
}
}

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using ProtoBuf;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Network.Interface;
using Fantasy.Serialize;
#pragma warning disable CS8618
namespace Fantasy
{
/// <summary>
/// 登录游戏
/// </summary>
[ProtoContract]
public partial class C2G_LoginRequest : AMessage, IRequest, IProto
{
public static C2G_LoginRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_LoginRequest>();
}
public override void Dispose()
{
UserName = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_LoginRequest>(this);
#endif
}
[ProtoIgnore]
public G2C_LoginResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2G_LoginRequest; }
[ProtoMember(1)]
public string UserName { get; set; }
}
[ProtoContract]
public partial class G2C_LoginResponse : AMessage, IResponse, IProto
{
public static G2C_LoginResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_LoginResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_LoginResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_LoginResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 退出游戏
/// </summary>
[ProtoContract]
public partial class C2G_ExitRequest : AMessage, IRequest, IProto
{
public static C2G_ExitRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_ExitRequest>();
}
public override void Dispose()
{
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_ExitRequest>(this);
#endif
}
[ProtoIgnore]
public G2C_ExitResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2G_ExitRequest; }
}
[ProtoContract]
public partial class G2C_ExitResponse : AMessage, IResponse, IProto
{
public static G2C_ExitResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_ExitResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_ExitResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_ExitResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 发送一个聊天消息给Chat服务器中间是经过Gate中转的
/// </summary>
[ProtoContract]
public partial class C2Chat_SendMessageRequest : AMessage, ICustomRouteRequest, IProto
{
public static C2Chat_SendMessageRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2Chat_SendMessageRequest>();
}
public override void Dispose()
{
ChatInfoTree = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Chat_SendMessageRequest>(this);
#endif
}
[ProtoIgnore]
public Chat2C_SendMessageResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2Chat_SendMessageRequest; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.ChatRoute;
[ProtoMember(1)]
public ChatInfoTree ChatInfoTree { get; set; }
}
[ProtoContract]
public partial class Chat2C_SendMessageResponse : AMessage, ICustomRouteResponse, IProto
{
public static Chat2C_SendMessageResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Chat2C_SendMessageResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Chat2C_SendMessageResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Chat2C_SendMessageResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class Chat2C_Message : AMessage, ICustomRouteMessage, IProto
{
public static Chat2C_Message Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Chat2C_Message>();
}
public override void Dispose()
{
ChatInfoTree = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Chat2C_Message>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Chat2C_Message; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.ChatRoute;
[ProtoMember(1)]
public ChatInfoTree ChatInfoTree { get; set; }
}
/// <summary>
/// 聊天消息树
/// </summary>
[ProtoContract]
public partial class ChatInfoTree : AMessage, IProto
{
public static ChatInfoTree Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ChatInfoTree>();
}
public override void Dispose()
{
ChatChannelType = default;
ChatChannelId = default;
UnitId = default;
UserName = default;
Target.Clear();
Node.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ChatInfoTree>(this);
#endif
}
[ProtoMember(1)]
public int ChatChannelType { get; set; }
[ProtoMember(2)]
public long ChatChannelId { get; set; }
[ProtoMember(3)]
public long UnitId { get; set; }
[ProtoMember(4)]
public string UserName { get; set; }
[ProtoMember(5)]
public List<long> Target = new List<long>();
[ProtoMember(6)]
public List<ChatInfoNode> Node = new List<ChatInfoNode>();
}
/// <summary>
/// 聊天信息节点
/// </summary>
[ProtoContract]
public partial class ChatInfoNode : AMessage, IProto
{
public static ChatInfoNode Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ChatInfoNode>();
}
public override void Dispose()
{
ChatNodeType = default;
ChatNodeEvent = default;
Content = default;
Color = default;
Data = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ChatInfoNode>(this);
#endif
}
[ProtoMember(1)]
public int ChatNodeType { get; set; }
[ProtoMember(2)]
public int ChatNodeEvent { get; set; }
[ProtoMember(3)]
public string Content { get; set; }
[ProtoMember(4)]
public string Color { get; set; }
[ProtoMember(5)]
public byte[] Data { get; set; }
}
/// <summary>
/// 聊天位置信息节点
/// </summary>
[ProtoContract]
public partial class ChatPositionNode : AMessage, IProto
{
public static ChatPositionNode Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ChatPositionNode>();
}
public override void Dispose()
{
MapName = default;
PosX = default;
PosY = default;
PosZ = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ChatPositionNode>(this);
#endif
}
[ProtoMember(1)]
public string MapName { get; set; }
[ProtoMember(2)]
public float PosX { get; set; }
[ProtoMember(3)]
public float PosY { get; set; }
[ProtoMember(4)]
public float PosZ { get; set; }
}
/// <summary>
/// 聊天位置信息节点
/// </summary>
[ProtoContract]
public partial class ChatOpenUINode : AMessage, IProto
{
public static ChatOpenUINode Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ChatOpenUINode>();
}
public override void Dispose()
{
UIName = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ChatOpenUINode>(this);
#endif
}
[ProtoMember(1)]
public string UIName { get; set; }
}
/// <summary>
/// 聊天连接信息节点
/// </summary>
[ProtoContract]
public partial class ChatLinkNode : AMessage, IProto
{
public static ChatLinkNode Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ChatLinkNode>();
}
public override void Dispose()
{
Link = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ChatLinkNode>(this);
#endif
}
[ProtoMember(1)]
public string Link { get; set; }
}
/// <summary>
/// 装备信息实体
/// </summary>
[ProtoContract]
public partial class Item : AMessage, IProto
{
public static Item Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Item>();
}
public override void Dispose()
{
Level = default;
Name = default;
HP = default;
MP = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Item>(this);
#endif
}
[ProtoMember(1)]
public string Level { get; set; }
[ProtoMember(2)]
public string Name { get; set; }
[ProtoMember(3)]
public string HP { get; set; }
[ProtoMember(4)]
public string MP { get; set; }
}
}

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namespace Fantasy
{
public static partial class OuterOpcode
{
public const uint C2G_LoginRequest = 268445457;
public const uint G2C_LoginResponse = 402663185;
public const uint C2G_ExitRequest = 268445458;
public const uint G2C_ExitResponse = 402663186;
public const uint C2Chat_SendMessageRequest = 2281711377;
public const uint Chat2C_SendMessageResponse = 2415929105;
public const uint Chat2C_Message = 2147493649;
}
}

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namespace Fantasy
{
// Route协议定义(需要定义1000以上、因为1000以内的框架预留)
public static class RouteType
{
public const int GateRoute = 1001; // Gate
public const int ChatRoute = 1002; // Chat
}
}

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using System.Text;
using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
namespace Fantasy
{
public sealed class Chat2C_MessageHandler : Message<Chat2C_Message>
{
protected override async FTask Run(Session session, Chat2C_Message message)
{
ChatTreeParser.Parse(session.Scene,message.ChatInfoTree);
Log.Info("收到聊天信息:");
await FTask.CompletedTask;
}
}
public static class ChatTreeParser
{
public static void Parse(Scene scene, ChatInfoTree tree)
{
var entryComponent = scene.GetComponent<EntryComponent>();
var sb = new StringBuilder();
foreach (var chatInfoNode in tree.Node)
{
// 这里只是演示一下处理事件的效果,实际使用时,需要根据实际情况处理事件
// 明显我现在这样做的方式不是对的,应该是自己拼接一个聊天信息,然后调用这个接口来处理事件
entryComponent.Entry.ChatNodeEventButton.onClick.RemoveAllListeners();
entryComponent.Entry.ChatNodeEventButton.onClick.AddListener(() =>
{
ChatNodeEventHelper.Handler(scene, chatInfoNode);
});
sb.Append(chatInfoNode.Content);
}
entryComponent.Entry.MessageText.text = sb.ToString();
}
}
}

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using Fantasy.Entitas;
using Fantasy.Network;
using Fantasy.Serialize;
namespace Fantasy
{
public class SerializerComponent : Entity
{
public ISerialize Serialize;
public readonly MemoryStreamBufferPool BufferPool = new MemoryStreamBufferPool();
}
}

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using Fantasy.Serialize;
namespace Fantasy
{
public static class SerializerComponentSystem
{
public static void Initialize(this SerializerComponent self)
{
self.Serialize = SerializerManager.GetSerializer(FantasySerializerType.ProtoBuf);
}
public static byte[] Serialize<T>(this SerializerComponent self, T @object)
{
using var memoryStreamBuffer = self.BufferPool.RentMemoryStream(MemoryStreamBufferSource.None);
self.Serialize.Serialize(typeof(T), @object, memoryStreamBuffer);
return memoryStreamBuffer.ToArray();
}
public static T Deserialize<T>(this SerializerComponent self, byte[] bytes)
{
return self.Serialize.Deserialize<T>(bytes);
}
}
}

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