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; } } }
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); }