private void mseSceneObjAppearListProtoEventHandler(EventArgs e) { ProtoEventArgs <MseSceneObjAppearList> pe = (ProtoEventArgs <MseSceneObjAppearList>)e; foreach (var sceneObj in pe.Proto.sceneObjAppear) { createUser(sceneObj); } }
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); }
public void mseAuthProtoEventHandler(EventArgs e) { ProtoEventArgs <MseAuth> pe = (ProtoEventArgs <MseAuth>)e; if (!pe.Proto.succ) { SSSocketManager.getInstance().Close(); return; } ModelManager.user.UID = pe.Proto.uid; GlobalServerTime.setServerTime(pe.Proto.serverTime); SceneManager.LoadScene("battle"); // test(); }
public void mseUserInfoProtoEventHandler(EventArgs e) { ProtoEventArgs <MseUserInfo> pe = (ProtoEventArgs <MseUserInfo>)e; UpdateByMseUserInfo(pe.Proto); }
private void mseSceneObjMoveProtoEventHandler(EventArgs e) { ProtoEventArgs <MseSceneObjMove> pe = (ProtoEventArgs <MseSceneObjMove>)e; runUser(pe.Proto); }
private void mseSceneObjAppearProtoEventHandler(EventArgs e) { ProtoEventArgs <MseSceneObjAppear> pe = (ProtoEventArgs <MseSceneObjAppear>)e; createUser(pe.Proto); }