void OnTriggerEnter(Collider collider) { Debug.LogFormat("{0} enter {1}", collider.name, name); if (Core.Account.role.gameObject == collider.gameObject) { MsgChangeMap msg = new MsgChangeMap(subType); Core.Network.Send(msg); } }
public IEnumerator Process() { switch (type) { case Type.Event: MsgEvent.Process(m_bytes); break; case Type.CreatePlayer: MsgCreatePlayer.Process(m_bytes); break; case Type.Account: MsgAccount.Process(m_bytes); break; case Type.ChangeMap: yield return(MsgChangeMap.Process(m_bytes)); break; case Type.EntityEnter: MsgEntityEnter.Process(m_bytes); break; case Type.EntityLeave: MsgEntityLeave.Process(m_bytes); break; case Type.Move: MsgMove.Process(m_bytes); break; case Type.Action: MsgAction.Process(m_bytes); break; case Type.Damage: MsgDamage.Process(m_bytes); break; case Type.Attribs: MsgAttribs.Process(m_bytes); break; case Type.Bag: MsgBag.Process(m_bytes); break; case Type.ItemOperation: MsgItemOperation.Process(m_bytes); break; case Type.Missions: MsgMissions.Process(m_bytes); break; default: break; } }
public static IEnumerator Process(byte[] bytes) { MsgChangeMap msg = Utils.BytesToStruct <MsgChangeMap>(bytes); yield return(Core.ChangeMap(msg.id)); }