private void ReceivePackType <T>(short msgType, byte[] msgBytes) { MemoryStream ms = new MemoryStream(msgBytes); T t = ProtoBuf.Serializer.Deserialize <T>(ms); ProtoEventArgs <T> eventArgs = new ProtoEventArgs <T>(); eventArgs.Proto = t; eventArgs.MsgID = msgType; MessageManager.GetIncestance().SendMessage(SSSocketTool.TransMsgDefToStr(msgType), eventArgs); }
// Use this for initialization void Start() { userNodeDic = new Dictionary <string, UserNode>(); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseEnterGame), mseEnterGameProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjAppear), mseSceneObjAppearProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjAppearList), mseSceneObjAppearListProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjMove), mseSceneObjMoveProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjMoveList), mseSceneObjMoveListProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjDisappear), mseSceneObjDisappearProtoEventHandler); AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseSceneObjDisappearList), mseSceneObjDisappearListProtoEventHandler); sendEnterGame(); keyControl = new KeyControl(); keyControl.Reset(); }
// Use this for initialization void Start() { AddMessage(SSSocketTool.TransMsgDefToStr(NetProtoType.MseAuth), mseAuthProtoEventHandler); }