//客户端发送数据给服务器 /// <summary> /// Packet_StopMove包体,用于存储发送的数据 /// emPacket_Battle.em_CS_InputEvent 消息id /// 包体和消息Id没有必然的联系,是需要发送和接收两端协商确定 /// </summary> /// <param name="id"></param> public void ReqStopMove(int id) { m_IsReceived = false; //演示提示:这里可以使用内存池 Packet_StopMove msg = new Packet_StopMove(); msg.m_ObjId = id; NetworkManager.SendPacket(NetworkProtol.Tcp, msg, (ushort)emPacket_Battle.em_CS_InputEvent); Debug.Log("ReqStopMove"); }
private static void OnClientMsg(DP_Msg socket, WfPacket pak) { Packet_StopMove msg = new Packet_StopMove(); msg.DeSerialize(pak); int objId = msg.m_ObjId; UnityEngine.Debug.Log("收到客户端消息,ObjId:" + objId); SendMsg(socket); }