Example #1
0
        private void EGMI_ACK_OBJECT_ENTRY(MsgHead head, MemoryStream stream)
        {
            AFMsg.AckEntityEnterList xData = new AFMsg.AckEntityEnterList();
            xData = AFMsg.AckEntityEnterList.Parser.ParseFrom(stream);
            //ReceiveMsg(stream, ref xData);

            for (int i = 0; i < xData.EntityList.Count; ++i)
            {
                AFMsg.EntityEnterInfo xInfo = xData.EntityList[i];

                AFIDataList var = new AFCDataList();
                var.AddString("X");
                var.AddFloat(xInfo.Pos.X);
                var.AddString("Y");
                var.AddFloat(xInfo.Pos.Y);
                var.AddString("Z");
                var.AddFloat(xInfo.Pos.Z);
                AFIObject xGO = AFCKernel.Instance.CreateObject(PBToAF(xInfo.ObjectGuid), xInfo.SceneId, 0, xInfo.ClassId, xInfo.ConfigId, var);
                if (null == xGO)
                {
                    continue;
                }
            }
        }
Example #2
0
        private void EGMI_ACK_ROLE_LIST(MsgHead head, MemoryStream stream)
        {
            AFMsg.AckRoleLiteInfoList xData = new AFMsg.AckRoleLiteInfoList();
            xData = AFMsg.AckRoleLiteInfoList.Parser.ParseFrom(stream);
            //ReceiveMsg(stream, ref xData);

            mxPlayerNet.aCharList.Clear();
            for (int i = 0; i < xData.CharData.Count; ++i)
            {
                AFMsg.RoleLiteInfo info = xData.CharData[i];
                mxPlayerNet.aCharList.Add(info);
            }

            if (PlayerNet.PLAYER_STATE.E_WAIT_SELECT_ROLE != mxPlayerNet.GetPlayerState())
            {
                AFCDataList varList = new AFCDataList();
                varList.AddString("SelectScene");
                AFCLogicEvent.Instance.DoEvent((int)ClientEventDefine.EventDefine_LoadSelectRole, varList);
            }

            mxPlayerNet.ChangePlayerState(PlayerNet.PLAYER_STATE.E_GETROLELIST_SUCCESSFUL);
        }