/// <summary>
    /// 发送装备武器ID
    /// </summary>
    public static void SendPlayerEquipWeapon(int ItemID)
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("PlayerEquipWeapon");
        protocol.SpliceInt(ItemID);
        Send(protocol);
    }
Esempio n. 2
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    public void JoinRoom(int RoomIndex)
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("JoinRoom");
        protocol.SpliceInt(RoomIndex);
        NetworkManager.ServerConnection.Send(protocol, OnJoinRoomBack);
    }
    /// <summary>
    /// 发送门打开消息
    /// </summary>
    /// <param name="DoorID">门ID</param>
    public static void SendDoorOpen(int DoorID)
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("DoorOpen");
        protocol.SpliceInt(DoorID);
        Send(protocol);
    }
    /// <summary>
    /// 发送拾取物品消息
    /// </summary>
    public static void SendPickItem(int GroundItemID)
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("PickItem");
        protocol.SpliceInt(GroundItemID);
        Send(protocol);
    }
    /// <summary>
    /// 发送 玩家有害状态
    /// </summary>
    public static void SendPlayerGetBuff(string playerName, BuffType buffType, float buffTime)
    {
        BytesProtocol p = new BytesProtocol();

        p.SpliceString("PlayerGetBuff");
        p.SpliceString(playerName);
        p.SpliceInt((int)buffType);
        p.SpliceFloat(buffTime);
        Send(p);
    }
    /// <summary>
    /// 发送扔物品消息
    /// </summary>
    public static void SendDropItem(int GroundItemID, Transform trans)
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("DropItem");
        protocol.SpliceInt(GroundItemID);
        protocol.SpliceFloat(trans.position.x);
        protocol.SpliceFloat(trans.position.y);
        protocol.SpliceFloat(trans.position.z);
        Send(protocol);
    }
    /// <summary>
    /// 获取自己的数据,作为协议
    /// </summary>
    public BytesProtocol GetPlayerInfo()
    {
        BytesProtocol protocol = new BytesProtocol();

        protocol.SpliceString("UpdatePlayerInfo");
        protocol.SpliceFloat(hp);
        protocol.SpliceFloat(transform.position.x);
        protocol.SpliceFloat(transform.position.y);
        protocol.SpliceFloat(transform.position.z);
        protocol.SpliceFloat(transform.rotation.x);
        protocol.SpliceFloat(transform.rotation.y);
        protocol.SpliceFloat(transform.rotation.z);

        if (BagManager.Instance.Head == null)
        {
            protocol.SpliceInt(0);
        }
        else
        {
            protocol.SpliceInt(BagManager.Instance.Head.ItemID);
        }

        if (BagManager.Instance.Body == null)
        {
            protocol.SpliceInt(0);
        }
        else
        {
            protocol.SpliceInt(BagManager.Instance.Body.ItemID);
        }
        if (BagManager.Instance.Weapon1 == null && BagManager.Instance.Weapon2 == null)
        {
            protocol.SpliceInt(0);
        }
        else
        {
            protocol.SpliceInt(BagManager.Instance.Body.ItemID);
        }

        // protocol.SpliceInt(WeaponID);
        // protocol.SpliceString(CurrentAction);

        //playerFSM.characterStatus.HP;
        status = BagManager.Instance.characterStatus;

        return(protocol);
    }