public static registerIn ( string eventname, object obj, string funcname ) : bool | ||
eventname | string | |
obj | object | |
funcname | string | |
Résultat | bool |
public override void __init__() { if (isPlayer()) { #region register //匹配 Event.registerIn("StartMatching", this, "StartMatching"); Event.registerIn("updateProgress", this, "updateProgress"); //比赛 Event.registerIn("updatePlayer", this, "updatePlayer"); Event.registerIn("regGetProps", this, "regGetProps"); Event.registerIn("regUseProp", this, "regUseProp"); Event.registerIn("regPropResult", this, "regPropResult"); Event.registerIn("reachDestination", this, "reachDestination"); Event.registerIn("regGetGold", this, "regGetGold"); Event.registerIn("regBuyEquip", this, "regBuyEquip"); Event.registerIn("regChangeEquip", this, "regChangeEquip"); #endregion register // 触发登陆成功事件 Event.fireOut("onLoginSuccessfully", KBEngineApp.app.entity_uuid, id, this); } KBEDebug.LogFormat("gold: {0}", gold); KBEDebug.LogFormat("current equip, head: {0}, clothes: {1}, hand: {2}, shoe: {3}, bag: {4}", currentItemDict.head, currentItemDict.clothes, currentItemDict.hand, currentItemDict.shoe, currentItemDict.bag); }
public void installEvents() { Event.registerIn(AvatarEvent_In.EventName.enterStartGame, this, "enterStartGame"); Event.registerIn(AvatarEvent_In.EventName.statisticalResult, this, "statisticalResult"); Event.registerIn(AvatarEvent_In.EventName.endOfStatistics, this, "endOfStatistics"); Event.registerIn(AvatarEvent_In.EventName.weaponChanged, this, "weaponChanged"); }
public void connectTo(string ip, int port, ConnectCallback callback, object userData) { if (valid()) { throw new InvalidOperationException("Have already connected!"); } if (!(new Regex(@"((?:(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d)))\.){3}(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d))))")).IsMatch(ip)) { IPHostEntry ipHost = Dns.GetHostEntry(ip); ip = ipHost.AddressList[0].ToString(); } _socket = createSocket(); ConnectState state = new ConnectState(); state.connectIP = ip; state.connectPort = port; state.connectCB = callback; state.userData = userData; state.socket = _socket; state.networkInterface = this; Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ..."); connected = false; // 先注册一个事件回调,该事件在当前线程触发 Event.registerIn("_onConnectionState", this, "_onConnectionState"); var v = new AsyncConnectMethod(this._asyncConnect); v.BeginInvoke(state, new AsyncCallback(this._asyncConnectCB), state); }
public override void __init__() { Event.registerIn("relive", this, "relive"); Event.registerIn("updatePlayer", this, "updatePlayer"); // 触发登陆成功事件 Event.fireOut("onLoginSuccessfully", new object[] { KBEngineApp.app.entity_uuid, id, this }); }
public override void __init__() { Event.fireOut("onLoginSuccess", new object[] { KBEngineApp.app.entity_uuid, id, this }); Event.registerIn("reqRoleList", this, "reqRoleList"); Event.registerIn("reqCreateRole", this, "reqCreateRole"); Event.registerIn("reqRemoveRole", this, "reqRemoveRole"); }
// 由于任何玩家被同步到该客户端都会使用这个模块创建,因此客户端可能存在很多这样的实体 // 但只有一个是自己的玩家实体,所以需要判断一下 public override void __init__() { if (isPlayer()) { Event.registerIn("relive", this, "relive"); Event.registerIn("updatePlayer", this, "updatePlayer"); Event.registerIn("sendChatMessage", this, "sendChatMessage"); } }
public override void __init__() { if (isPlayer()) { GameData.Instance.localPlayer = this; Event.registerIn("reqFrameChange", this, "reqFrameChange"); Event.fireOut("AvatarReady", new object[] { this }); } }
public override void __init__() { Debug.Log("场景分配器初始化!!"); Event.fireOut("onSceneAlloc", new object[] { KBEngineApp.app.entity_uuid, id, this }); if (isPlayer()) { Event.registerIn("reqMoveObjSync", this, "reqMoveObjSync"); Event.registerIn("reqMoveObjsSync", this, "reqMoveObjsSync"); } }
public override void __init__() { //注册事件 Event.registerIn("reqAvatarList", this, "reqAvatarList"); Event.registerIn("reqRemoveAvatar", this, "reqRemoveAvatar"); Event.registerIn("selectAvatarGame", this, "selectAvatarGame"); Event.fireOut("onLoginSuccessfully", new object[] { KBEngineApp.app.entity_uuid, id, this }); // baseEntityCall.reqAvatarList(); }
public override void __init__() { combat = new Combat(this); if (isPlayer()) { Event.registerIn("relive", this, "relive"); Event.registerIn("useTargetSkill", this, "useTargetSkill"); Event.registerIn("jump", this, "jump"); } }
public override void __init__() { // 由于任何玩家被同步到该客户端都会使用这个模块创建,因此客户端可能存在很多这样的实体 // 但只有一个是自己的玩家实体,所以需要判断一下 if (isPlayer()) { Event.registerIn("relive", this, "relive"); Event.registerIn("useTargetSkill", this, "useTargetSkill"); Event.registerIn("jump", this, "jump"); Event.registerIn("updatePlayer", this, "updatePlayer"); } }
public override void onAttached() { if (this.owner.isPlayer()) { Event.registerIn("reqRoomList", this, "reqRoomList"); Event.registerIn("reqEnterRoom", this, "reqEnterRoom"); Event.registerIn("reqGameBegin", this, "reqGameBegin"); Event.registerIn("reqLeaveRoom", this, "reqLeaveRoom"); Event.registerIn("reqCreateRoom", this, "reqCreateRoom"); Event.registerIn("reqTrueSyncData", this, "reqTrueSyncData"); } }
public override void __init__() { // 注册事件 Event.registerIn("reqCreateAvatar", this, "reqCreateAvatar"); Event.registerIn("reqRemoveAvatar", this, "reqRemoveAvatar"); Event.registerIn("selectAvatarGame", this, "selectAvatarGame"); // 触发登陆成功事件 Event.fireOut("onLoginSuccessfully", new object[] { KBEngineApp.app.entity_uuid, id, this }); // 向服务端请求获得角色列表 baseCall("reqAvatarList"); }
public void connectTo(string ip, int port, ConnectCallback callback, object userData) { if (valid()) { throw new InvalidOperationException("Have already connected!"); } if (!(new Regex(@"((?:(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d)))\.){3}(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d))))")).IsMatch(ip)) { IPHostEntry ipHost = Dns.GetHostEntry(ip); ip = ipHost.AddressList[0].ToString(); } // Security.PrefetchSocketPolicy(ip, 843); IPAddress[] hostAddresses = Dns.GetHostAddresses(ip); IPAddress[] outIPs = hostAddresses; AddressFamily addressFamily = AddressFamily.InterNetwork; if (Socket.OSSupportsIPv6 && this.IsHaveIpV6Address(hostAddresses, ref outIPs)) { addressFamily = AddressFamily.InterNetworkV6; } _socket = new Socket(addressFamily, SocketType.Stream, ProtocolType.Tcp); _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, NetworkInterface.RECV_BUFFER_MAX * 2); ConnectState state = new ConnectState(); state.connectIP = ip; state.connectPort = port; state.connectCB = callback; state.userData = userData; state.socket = _socket; state.networkInterface = this; Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ..."); // 先注册一个事件回调,该事件在当前线程触发 Event.registerIn("_onConnectStatus", this, "_onConnectStatus"); try { _socket.BeginConnect(new IPEndPoint(IPAddress.Parse(ip), port), new AsyncCallback(connectCB), state); } catch (Exception e) { state.error = e.ToString(); Event.fireIn("_onConnectStatus", new object[] { state }); } }
public override void __init__() { combat = new Combat(this); if (isPlayer()) { Event.registerIn("relive", this, "relive"); Event.registerIn("useTargetSkill", this, "useTargetSkill"); Event.registerIn("jump", this, "jump"); Event.registerIn("updatePlayer", this, "updatePlayer"); Event.registerIn("onSpellTarget", this, "onSpellTarget"); Event.registerIn("sendChatMessage", this, "sendChatMessage"); } }
public override void __init__() { // 由于任何玩家被同步到该客户端都会使用这个模块创建,因此客户端可能存在很多这样的实体 // 但只有一个是自己的玩家实体,所以需要判断一下 if (isPlayer()) { Event.registerIn("relive", this, "relive"); Event.registerIn("jump", this, "jump"); Event.registerIn("updatePlayer", this, "updatePlayer"); Event.registerIn("useWeapon", this, "useWeapon"); Event.registerIn("transAvatar", this, "transAvatar"); Event.registerIn("updateCruiseSpeed", this, "updateCruiseSpeed"); Debug.Log("Avatar::__init__,position:" + position + ",direction:" + direction); } }
public void connectTo(string ip, int port, ConnectCallback callback, object userData) { if (valid()) { throw new InvalidOperationException("Have already connected!"); } if (!(new Regex(@"((?:(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d)))\.){3}(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d))))")).IsMatch(ip)) { IPHostEntry ipHost = Dns.GetHostEntry(ip); ip = ipHost.AddressList[0].ToString(); } // Security.PrefetchSocketPolicy(ip, 843); IPAddress[] hostAddresses = Dns.GetHostAddresses(ip); IPAddress[] outIPs = hostAddresses; AddressFamily addressFamily = AddressFamily.InterNetwork; if (Socket.OSSupportsIPv6 && this.IsHaveIpV6Address(hostAddresses, ref outIPs)) { addressFamily = AddressFamily.InterNetworkV6; } _socket = new Socket(addressFamily, SocketType.Stream, ProtocolType.Tcp); _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, NetworkInterface.TCP_PACKET_MAX * 2); _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.SendBuffer, NetworkInterface.TCP_PACKET_MAX * 2); _socket.NoDelay = true; //_socket.Blocking = false; ConnectState state = new ConnectState(); state.connectIP = ip; state.connectPort = port; state.connectCB = callback; state.userData = userData; state.socket = _socket; state.networkInterface = this; Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ..."); connected = false; // 先注册一个事件回调,该事件在当前线程触发 Event.registerIn("_onConnectionState", this, "_onConnectionState"); var v = new AsyncConnectMethod(this._asyncConnect); v.BeginInvoke(state, new AsyncCallback(this._asyncConnectCB), state); }
public void connectTo(string ip, int port, ConnectCallback callback, object userData) { if (valid()) { throw new InvalidOperationException("Have already connected!"); } if (!(new Regex(@"((?:(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d)))\.){3}(?:25[0-5]|2[0-4]\d|((1\d{2})|([1-9]?\d))))")).IsMatch(ip)) { IPHostEntry ipHost = Dns.GetHostEntry(ip); ip = ipHost.AddressList[0].ToString(); } // Security.PrefetchSocketPolicy(ip, 843); _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, KBEngineApp.app.getInitArgs().getRecvBufferSize() * 2); _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.SendBuffer, KBEngineApp.app.getInitArgs().getSendBufferSize() * 2); _socket.NoDelay = true; ConnectState state = new ConnectState(); state.connectIP = ip; state.connectPort = port; state.connectCB = callback; state.userData = userData; state.socket = _socket; state.networkInterface = this; Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ..."); // 先注册一个事件回调,该事件在当前线程触发 Event.registerIn("_onConnectStatus", this, "_onConnectStatus"); try { _socket.BeginConnect(new IPEndPoint(IPAddress.Parse(ip), port), new AsyncCallback(connectCB), state); } catch (Exception e) { state.error = e.ToString(); Event.fireIn("_onConnectStatus", new object[] { state }); } }
public void installEvents() { Event.registerIn("reqRangeFire", this, "reqRangeFire"); }
public void installEvents() { Event.registerIn("reqShot", this, "reqShot"); }
public void installEvents() { Event.registerIn(AccountEvent_In.EventName.reqAvatarList, this, "reqAvatarList"); Event.registerIn(AccountEvent_In.EventName.reqCreateAvatar, this, "reqCreateAvatar"); Event.registerIn(AccountEvent_In.EventName.enterGameRoom, this, "enterGameRoom"); }
public void installEvents() { Event.registerIn("reqDestroySelf", this, "reqDestroySelf"); }
public virtual void installEvents() { Event.registerIn("onImportClientSDK", this, "onImportClientSDK"); }
public void installEvents() { Event.registerIn("reqMoveObjSync", this, "reqMoveObjSync"); Event.registerIn("reqMoveObjsSync", this, "reqMoveObjsSync"); }