public void SendQuestAllMarch()
    {
        CG_REQ_NEAR_LIST packet = PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_NEAR_LIST) as CG_REQ_NEAR_LIST;

        packet.SetSceneId(WorldSceneID);
        packet.SetBlockid(0);
        packet.SendPacket();
    }
Beispiel #2
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    /// <summary>
    /// 排序 end
    /// </summary>

    //请求附近玩家
    void ReqNearbyPlayer()
    {
        if (false == GameManager.gameManager.PlayerDataPool.IsHaveTeam())
        {
            m_CreateTeamButton.gameObject.SetActive(true);
            m_GatherTeamButton.gameObject.SetActive(false);
            m_TeamFollowButton.gameObject.SetActive(false);
            m_DismissTeamButton.SetActive(false);
        }
        else
        {
            m_CreateTeamButton.gameObject.SetActive(false);
            m_GatherTeamButton.gameObject.SetActive(false);
            m_TeamFollowButton.gameObject.SetActive(false);
            m_DismissTeamButton.SetActive(false);
        }

        CG_REQ_NEAR_LIST packet = (CG_REQ_NEAR_LIST)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_NEAR_LIST);

        packet.IsNearPlayerList = 1;
        packet.SendPacket();
    }