@@ -0,0 +1,318 @@
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 ; }
}
}