Esempio n. 1
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    public static WorldMap_OtherRoleUseSkillProto GetProto(byte[] buffer)
    {
        WorldMap_OtherRoleUseSkillProto proto = new WorldMap_OtherRoleUseSkillProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.AttackRoleId  = ms.ReadInt();
            proto.SkillId       = ms.ReadInt();
            proto.SkillLevel    = ms.ReadInt();
            proto.RolePosX      = ms.ReadFloat();
            proto.RolePosY      = ms.ReadFloat();
            proto.RolePosZ      = ms.ReadFloat();
            proto.RoleYAngle    = ms.ReadFloat();
            proto.BeAttackCount = ms.ReadInt();
            proto.ItemList      = new List <BeAttackItem>();
            for (int i = 0; i < proto.BeAttackCount; i++)
            {
                BeAttackItem _Item = new BeAttackItem();
                _Item.BeAttackRoleId = ms.ReadInt();
                _Item.ReduceHp       = ms.ReadInt();
                _Item.IsCri          = (byte)ms.ReadByte();
                proto.ItemList.Add(_Item);
            }
        }
        return(proto);
    }
Esempio n. 2
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            GameLevelGradeEntity entity = new GameLevelGradeEntity();
            entity.Id              = ms.ReadInt();
            entity.GameLevelId     = ms.ReadInt();
            entity.Grade           = ms.ReadInt();
            entity.Desc            = ms.ReadUTF8String();
            entity.Type            = ms.ReadInt();
            entity.Parameter       = ms.ReadUTF8String();
            entity.ConditionDesc   = ms.ReadUTF8String();
            entity.Exp             = ms.ReadInt();
            entity.Gold            = ms.ReadInt();
            entity.CommendFighting = ms.ReadInt();
            entity.TimeLimit       = ms.ReadFloat();
            entity.Star1           = ms.ReadFloat();
            entity.Star2           = ms.ReadFloat();
            entity.Equip           = ms.ReadUTF8String();
            entity.Item            = ms.ReadUTF8String();
            entity.Material        = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 3
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    public static WorldMap_PosProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_PosProto proto = new WorldMap_PosProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.x      = ms.ReadFloat();
        proto.y      = ms.ReadFloat();
        proto.z      = ms.ReadFloat();
        proto.yAngle = ms.ReadFloat();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 4
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            SkillEntity entity = new SkillEntity();
            entity.Id                        = ms.ReadInt();
            entity.SkillName                 = ms.ReadUTF8String();
            entity.SkillDesc                 = ms.ReadUTF8String();
            entity.SkillPic                  = ms.ReadUTF8String();
            entity.LevelLimit                = ms.ReadInt();
            entity.IsPhyAttack               = ms.ReadInt();
            entity.AttackTargetCount         = ms.ReadInt();
            entity.AttackRange               = ms.ReadFloat();
            entity.AreaAttackRadius          = ms.ReadFloat();
            entity.ShowHurtEffectDelaySecond = ms.ReadFloat();
            entity.RedScreen                 = ms.ReadInt();
            entity.AttackState               = ms.ReadInt();
            entity.AbnormalState             = ms.ReadInt();
            entity.BuffInfoID                = ms.ReadInt();
            entity.BuffTargetFilter          = ms.ReadInt();
            entity.BuffIsPercentage          = ms.ReadInt();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 5
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            SkillLevelEntity entity = new SkillLevelEntity();
            entity.Id                 = ms.ReadInt();
            entity.SkillId            = ms.ReadInt();
            entity.Level              = ms.ReadInt();
            entity.HurtValueRate      = ms.ReadInt();
            entity.SpendMP            = ms.ReadInt();
            entity.StateTime          = ms.ReadFloat();
            entity.AbnormalRatio      = ms.ReadFloat();
            entity.AStateTimes        = ms.ReadInt();
            entity.AStatexiaohao      = ms.ReadInt();
            entity.SkillCDTime        = ms.ReadFloat();
            entity.BuffChance         = ms.ReadFloat();
            entity.BuffDuration       = ms.ReadFloat();
            entity.BuffValue          = ms.ReadInt();
            entity.NeedCharacterLevel = ms.ReadInt();
            entity.SpendGold          = ms.ReadInt();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
    public static WorldMap_InitRoleProto GetProto(byte[] buffer)
    {
        WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.RoleCount = ms.ReadInt();
            proto.ItemList  = new List <RoleItem>();
            for (int i = 0; i < proto.RoleCount; i++)
            {
                RoleItem _Item = new RoleItem();
                _Item.RoleId       = ms.ReadInt();
                _Item.RoleNickName = ms.ReadUTF8String();
                _Item.RoleLevel    = ms.ReadInt();
                _Item.RoleMaxHP    = ms.ReadInt();
                _Item.RoleCurrHP   = ms.ReadInt();
                _Item.RoleMaxMP    = ms.ReadInt();
                _Item.RoleCurrMP   = ms.ReadInt();
                _Item.RoleJobId    = ms.ReadInt();
                _Item.RolePosX     = ms.ReadFloat();
                _Item.RolePosY     = ms.ReadFloat();
                _Item.RolePosZ     = ms.ReadFloat();
                _Item.RoleYAngle   = ms.ReadFloat();
                proto.ItemList.Add(_Item);
            }
        }
        return(proto);
    }
    public static WorldMap_InitRoleProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleCount = ms.ReadInt();
        proto.ItemList  = new List <RoleItem>();
        for (int i = 0; i < proto.RoleCount; i++)
        {
            RoleItem _Item = new RoleItem();
            _Item.RoleId       = ms.ReadInt();
            _Item.RoleNickName = ms.ReadUTF8String();
            _Item.RoleLevel    = ms.ReadInt();
            _Item.RoleMaxHP    = ms.ReadInt();
            _Item.RoleCurrHP   = ms.ReadInt();
            _Item.RoleMaxMP    = ms.ReadInt();
            _Item.RoleCurrMP   = ms.ReadInt();
            _Item.RoleJobId    = ms.ReadInt();
            _Item.RolePosX     = ms.ReadFloat();
            _Item.RolePosY     = ms.ReadFloat();
            _Item.RolePosZ     = ms.ReadFloat();
            _Item.RoleYAngle   = ms.ReadFloat();
            proto.ItemList.Add(_Item);
        }

        return(proto);
    }
Esempio n. 8
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    public static WorldMap_OtherRoleMoveProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_OtherRoleMoveProto proto = new WorldMap_OtherRoleMoveProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleId     = ms.ReadInt();
        proto.TargetPosX = ms.ReadFloat();
        proto.TargetPosY = ms.ReadFloat();
        proto.TargetPosZ = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();
        proto.NeedTime   = ms.ReadInt();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
    public static WorldMap_CurrRoleUseSkillProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_CurrRoleUseSkillProto proto = new WorldMap_CurrRoleUseSkillProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.SkillId       = ms.ReadInt();
        proto.SkillLevel    = ms.ReadInt();
        proto.RolePosX      = ms.ReadFloat();
        proto.RolePosY      = ms.ReadFloat();
        proto.RolePosZ      = ms.ReadFloat();
        proto.RoleYAngle    = ms.ReadFloat();
        proto.BeAttackCount = ms.ReadInt();
        proto.ItemList      = new List <BeAttackItem>();
        for (int i = 0; i < proto.BeAttackCount; i++)
        {
            BeAttackItem _Item = new BeAttackItem();
            _Item.BeAttackRoleId = ms.ReadInt();
            proto.ItemList.Add(_Item);
        }

        return(proto);
    }
    public static WorldMap_PosProto GetProto(byte[] buffer)
    {
        WorldMap_PosProto proto = new WorldMap_PosProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.x      = ms.ReadFloat();
            proto.y      = ms.ReadFloat();
            proto.z      = ms.ReadFloat();
            proto.yAngle = ms.ReadFloat();
        }
        return(proto);
    }
    public static WorldMap_RoleAlreadyEnterProto GetProto(byte[] buffer)
    {
        WorldMap_RoleAlreadyEnterProto proto = new WorldMap_RoleAlreadyEnterProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.TargetWorldMapSceneId = ms.ReadInt();
            proto.RolePosX   = ms.ReadFloat();
            proto.RolePosY   = ms.ReadFloat();
            proto.RolePosZ   = ms.ReadFloat();
            proto.RoleYAngle = ms.ReadFloat();
        }
        return(proto);
    }
Esempio n. 12
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    public static WorldMap_CurrRoleMoveProto GetProto(byte[] buffer)
    {
        WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.TargetPosX = ms.ReadFloat();
            proto.TargetPosY = ms.ReadFloat();
            proto.TargetPosZ = ms.ReadFloat();
            proto.ServerTime = ms.ReadLong();
            proto.NeedTime   = ms.ReadInt();
        }
        return(proto);
    }
Esempio n. 13
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    public static WorldMap_PosProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_PosProto proto = new WorldMap_PosProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.x      = ms.ReadFloat();
        proto.y      = ms.ReadFloat();
        proto.z      = ms.ReadFloat();
        proto.yAngle = ms.ReadFloat();

        return(proto);
    }
Esempio n. 14
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    public static WorldMap_CurrRoleMoveProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.TargetPosX = ms.ReadFloat();
        proto.TargetPosY = ms.ReadFloat();
        proto.TargetPosZ = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();
        proto.NeedTime   = ms.ReadInt();

        return(proto);
    }
Esempio n. 15
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    public static WorldMap_RoleAlreadyEnterProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_RoleAlreadyEnterProto proto = new WorldMap_RoleAlreadyEnterProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.TargetWorldMapSceneId = ms.ReadInt();
        proto.RolePosX   = ms.ReadFloat();
        proto.RolePosY   = ms.ReadFloat();
        proto.RolePosZ   = ms.ReadFloat();
        proto.RoleYAngle = ms.ReadFloat();

        return(proto);
    }
Esempio n. 16
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    public static System_HeartbeatReturnProto GetProto(byte[] buffer, bool isChild = false)
    {
        System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime  = ms.ReadFloat();
        proto.ServerTime = ms.ReadLong();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 17
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    public static WorldMap_InitRoleProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleCount = ms.ReadInt();
        proto.ItemList  = new List <RoleItem>();
        for (int i = 0; i < proto.RoleCount; i++)
        {
            RoleItem _Item = new RoleItem();
            _Item.RoleId       = ms.ReadInt();
            _Item.RoleNickName = ms.ReadUTF8String();
            _Item.RoleLevel    = ms.ReadInt();
            _Item.RoleMaxHP    = ms.ReadInt();
            _Item.RoleCurrHP   = ms.ReadInt();
            _Item.RoleMaxMP    = ms.ReadInt();
            _Item.RoleCurrMP   = ms.ReadInt();
            _Item.RoleJobId    = ms.ReadInt();
            _Item.RolePosX     = ms.ReadFloat();
            _Item.RolePosY     = ms.ReadFloat();
            _Item.RolePosZ     = ms.ReadFloat();
            _Item.RoleYAngle   = ms.ReadFloat();
            proto.ItemList.Add(_Item);
        }

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 18
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            ChapterEntity entity = new ChapterEntity();
            entity.Id             = ms.ReadInt();
            entity.ChapterName    = ms.ReadUTF8String();
            entity.GameLevelCount = ms.ReadInt();
            entity.BG_Pic         = ms.ReadUTF8String();
            entity.Uvx            = ms.ReadFloat();
            entity.Uvy            = ms.ReadFloat();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 19
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    public static System_SendLocalTimeProto GetProto(byte[] buffer)
    {
        System_SendLocalTimeProto proto = new System_SendLocalTimeProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.LocalTime = ms.ReadFloat();
        }
        return(proto);
    }
Esempio n. 20
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            SpriteEntity entity = new SpriteEntity();
            entity.Id                  = ms.ReadInt();
            entity.SpriteType          = ms.ReadInt();
            entity.Name                = ms.ReadUTF8String();
            entity.Level               = ms.ReadInt();
            entity.IsBoss              = ms.ReadInt();
            entity.PrefabName          = ms.ReadUTF8String();
            entity.TextureName         = ms.ReadUTF8String();
            entity.HeadPic             = ms.ReadUTF8String();
            entity.MoveSpeed           = ms.ReadFloat();
            entity.HP                  = ms.ReadInt();
            entity.MP                  = ms.ReadInt();
            entity.Attack              = ms.ReadInt();
            entity.Defense             = ms.ReadInt();
            entity.Hit                 = ms.ReadInt();
            entity.Dodge               = ms.ReadInt();
            entity.Cri                 = ms.ReadInt();
            entity.Res                 = ms.ReadInt();
            entity.Fighting            = ms.ReadInt();
            entity.ShowBloodBar        = ms.ReadInt();
            entity.BloodBarLayerCount  = ms.ReadInt();
            entity.UsedPhyAttack       = ms.ReadUTF8String();
            entity.UsedSkillList       = ms.ReadUTF8String();
            entity.CanArmor            = ms.ReadInt();
            entity.Armor_HP_Percentage = ms.ReadInt();
            entity.Range_View          = ms.ReadInt();
            entity.Attack_Interval     = ms.ReadFloat();
            entity.PhysicalAttackRate  = ms.ReadInt();
            entity.DelaySec_Attack     = ms.ReadFloat();
            entity.RewardExp           = ms.ReadInt();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
    public static WorldMap_OtherRoleUseSkillProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_OtherRoleUseSkillProto proto = new WorldMap_OtherRoleUseSkillProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.AttackRoleId  = ms.ReadInt();
        proto.SkillId       = ms.ReadInt();
        proto.SkillLevel    = ms.ReadInt();
        proto.RolePosX      = ms.ReadFloat();
        proto.RolePosY      = ms.ReadFloat();
        proto.RolePosZ      = ms.ReadFloat();
        proto.RoleYAngle    = ms.ReadFloat();
        proto.BeAttackCount = ms.ReadInt();
        proto.ItemList      = new List <BeAttackItem>();
        for (int i = 0; i < proto.BeAttackCount; i++)
        {
            BeAttackItem _Item = new BeAttackItem();
            _Item.BeAttackRoleId = ms.ReadInt();
            _Item.ReduceHp       = ms.ReadInt();
            _Item.IsCri          = (byte)ms.ReadByte();
            proto.ItemList.Add(_Item);
        }

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 22
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    public static System_HeartbeatProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        System_HeartbeatProto proto = new System_HeartbeatProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime = ms.ReadFloat();

        return(proto);
    }
    public static WorldMap_OtherRoleEnterProto GetProto(byte[] buffer)
    {
        WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.RoleId       = ms.ReadInt();
            proto.RoleNickName = ms.ReadUTF8String();
            proto.RoleLevel    = ms.ReadInt();
            proto.RoleJobId    = ms.ReadInt();
            proto.RoleCurrMP   = ms.ReadInt();
            proto.RoleMaxMP    = ms.ReadInt();
            proto.RoleCurrHP   = ms.ReadInt();
            proto.RoleMaxHP    = ms.ReadInt();
            proto.RolePosX     = ms.ReadFloat();
            proto.RolePosY     = ms.ReadFloat();
            proto.RolePosZ     = ms.ReadFloat();
            proto.RoleYAngle   = ms.ReadFloat();
        }
        return(proto);
    }
Esempio n. 24
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    /// <summary>
    /// 根据字节数组转换成结构体
    /// </summary>
    /// <param name="buffer"></param>
    /// <returns></returns>
    public static TestProto GetProto(byte[] buffer)
    {
        TestProto proto = new TestProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.Id    = ms.ReadInt();
            proto.Name  = ms.ReadUTF8String();
            proto.Type  = ms.ReadInt();
            proto.Price = ms.ReadFloat();
        }
        return(proto);
    }
    public static System_SendLocalTimeProto GetProto(byte[] buffer)
    {
        System_SendLocalTimeProto proto = new System_SendLocalTimeProto();
        MMO_MemoryStream          ms    = GameEntry.Socket.SocketReceiveMS;

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.LocalTime = ms.ReadFloat();

        return(proto);
    }
    public static WorldMap_OtherRoleEnterProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto();

        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleId       = ms.ReadInt();
        proto.RoleNickName = ms.ReadUTF8String();
        proto.RoleLevel    = ms.ReadInt();
        proto.RoleJobId    = ms.ReadInt();
        proto.RoleCurrMP   = ms.ReadInt();
        proto.RoleMaxMP    = ms.ReadInt();
        proto.RoleCurrHP   = ms.ReadInt();
        proto.RoleMaxHP    = ms.ReadInt();
        proto.RolePosX     = ms.ReadFloat();
        proto.RolePosY     = ms.ReadFloat();
        proto.RolePosZ     = ms.ReadFloat();
        proto.RoleYAngle   = ms.ReadFloat();

        return(proto);
    }
Esempio n. 27
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    public static WorldMap_OtherRoleEnterProto GetProto(byte[] buffer, bool isChild = false)
    {
        WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto();

        MMO_MemoryStream ms = null;

        if (!isChild)
        {
            ms = GameEntry.Socket.SocketSendMS;
        }
        else
        {
            ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>();
        }
        ms.SetLength(0);
        ms.Write(buffer, 0, buffer.Length);
        ms.Position = 0;

        proto.RoleId       = ms.ReadInt();
        proto.RoleNickName = ms.ReadUTF8String();
        proto.RoleLevel    = ms.ReadInt();
        proto.RoleJobId    = ms.ReadInt();
        proto.RoleCurrMP   = ms.ReadInt();
        proto.RoleMaxMP    = ms.ReadInt();
        proto.RoleCurrHP   = ms.ReadInt();
        proto.RoleMaxHP    = ms.ReadInt();
        proto.RolePosX     = ms.ReadFloat();
        proto.RolePosY     = ms.ReadFloat();
        proto.RolePosZ     = ms.ReadFloat();
        proto.RoleYAngle   = ms.ReadFloat();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 28
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            Sys_SoundEntity entity = new Sys_SoundEntity();
            entity.Id        = ms.ReadInt();
            entity.Desc      = ms.ReadUTF8String();
            entity.AssetPath = ms.ReadUTF8String();
            entity.Is3D      = ms.ReadInt();
            entity.Volume    = ms.ReadFloat();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 29
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            Sys_EffectEntity entity = new Sys_EffectEntity();
            entity.Id       = ms.ReadInt();
            entity.Desc     = ms.ReadUTF8String();
            entity.PrefabId = ms.ReadInt();
            entity.KeepTime = ms.ReadFloat();
            entity.SoundId  = ms.ReadInt();
            entity.Type     = ms.ReadInt();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }