public void SendGameOver(int _battleID) { UdpUpGameOver _gameOver = new UdpUpGameOver(); _gameOver.battleID = _battleID; _upd.SendMessage(CSData.GetSendMessage <UdpUpGameOver>(_gameOver, CSID.UDP_UP_GAME_OVER)); }
public void AnalyzeMessage(CSID messageId, byte[] bodyData) { switch (messageId) { case CSID.UDP_BATTLE_READY: { //接收战斗准备 UdpBattleReady _mes = CSData.DeserializeData <UdpBattleReady> (bodyData); CheckBattleBegin(_mes.battleID); dic_udp [_mes.battleID].RecvClientReady(_mes.uid); } break; case CSID.UDP_UP_PLAYER_OPERATIONS: { UdpUpPlayerOperations pb_ReceiveMes = CSData.DeserializeData <UdpUpPlayerOperations>(bodyData); UpdatePlayerOperation(pb_ReceiveMes.operation, pb_ReceiveMes.mesID); } break; case CSID.UDP_UP_DELTA_FRAMES: { UdpUpDeltaFrames pb_ReceiveMes = CSData.DeserializeData <UdpUpDeltaFrames>(bodyData); UdpDownDeltaFrames _downData = new UdpDownDeltaFrames(); for (int i = 0; i < pb_ReceiveMes.frames.Count; i++) { int framIndex = pb_ReceiveMes.frames [i]; UdpDownFrameOperations _downOp = new UdpDownFrameOperations(); _downOp.frameID = framIndex; _downOp.operations = dic_gameOperation [framIndex]; _downData.framesData.Add(_downOp); } byte[] _data = CSData.GetSendMessage <UdpDownDeltaFrames> (_downData, SCID.UDP_DOWN_DELTA_FRAMES); dic_udp [pb_ReceiveMes.battleID].SendMessage(_data); } break; case CSID.UDP_UP_GAME_OVER: { UdpUpGameOver pb_ReceiveMes = CSData.DeserializeData <UdpUpGameOver>(bodyData); UpdatePlayerGameOver(pb_ReceiveMes.battleID); UdpDownGameOver _downData = new UdpDownGameOver(); byte[] _data = CSData.GetSendMessage <UdpDownGameOver> (_downData, SCID.UDP_DOWN_GAME_OVER); dic_udp [pb_ReceiveMes.battleID].SendMessage(_data); } break; default: break; } }