public int NeedTime; //客户端移动所需时间 public byte[] ToArray(bool isChild = false) { MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); ms.SetLength(0); } ms.WriteInt(RoleId); ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
public long ServerTime; //服务器时间(毫秒) public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteFloat(LocalTime); ms.WriteLong(ServerTime); return(ms.ToArray()); } }
public long ServerTime; //服务器时间(毫秒) public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteFloat(LocalTime); ms.WriteLong(ServerTime); return(ms.ToArray()); }
public int NeedTime; //客户端移动所需时间(毫秒) public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); return(ms.ToArray()); } }
public long ServerTime; //服务器时间(毫秒) public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteFloat(LocalTime); ms.WriteLong(ServerTime); return(ms.ToArray()); }
public int NeedTime; //客户端移动所需时间 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(RoleId); ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); return(ms.ToArray()); }