void Send_BattleReady() { Debug.Log("发送BattleReady"); UdpBattleReadyMessage rm = new UdpBattleReadyMessage(ClientGlobal.UID, BattleData.BattleID); clientUdp.SendMessage(new Protocol(rm)); }
private void HandleMsg(ServerClientUdp udp, Protocol proto) { switch (proto.ClassName) { case nameof(UdpBattleReadyMessage): { UdpBattleReadyMessage msg = proto.Decode <UdpBattleReadyMessage>(); Debug.Log("客户端完成战斗加载"); // 接收战斗准备 CheckBattleBegin(msg.BattleID); dic_udp[msg.BattleID].RecvClientReady(msg.UID); } break; case nameof(UdpUpPlayerOperation): { UdpUpPlayerOperation msg = proto.Decode <UdpUpPlayerOperation>(); //Debug.Log("服务器接收到玩家的操作信息"); UpdatePlayerOperation(msg.PlayerOperation, msg.MsgID); } break; case nameof(UdpUpDeltaFrames): { UdpUpDeltaFrames msg = proto.Decode <UdpUpDeltaFrames>(); UdpDownDeltaFrames _downData = new UdpDownDeltaFrames(); for (int i = 0; i < msg.Frames.Count; i++) { int frameIndex = msg.Frames[i]; UdpDownFrameOperations _downOps = new UdpDownFrameOperations(); _downOps.FrameID = frameIndex; _downOps.Ops = dic_gameOperation[frameIndex]; _downData.FramesData.Add(_downOps); } dic_udp[msg.BattleID].SendMessage(new Protocol(_downData)); } break; default: { Debug.LogError("未知客户端UDP信息"); } break; } }