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(); }
/// <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(); }