Esempio n. 1
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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++)
        {
            JobEntity entity = new JobEntity();
            entity.Id              = ms.ReadInt();
            entity.Name            = ms.ReadUTF8String();
            entity.Desc            = ms.ReadUTF8String();
            entity.JobPrefab       = ms.ReadUTF8String();
            entity.HP              = ms.ReadInt();
            entity.MP              = ms.ReadInt();
            entity.ToSpeed         = ms.ReadInt();
            entity.WeaponDamageMin = ms.ReadInt();
            entity.WeaponDamageMax = ms.ReadInt();
            entity.AttackNumber    = ms.ReadInt();
            entity.StrikePower     = ms.ReadInt();
            entity.PiercingPower   = ms.ReadInt();
            entity.MagicPower      = ms.ReadInt();
            entity.ChoppingDefense = ms.ReadInt();
            entity.PuncturDefense  = ms.ReadInt();
            entity.MagicDefense    = ms.ReadInt();

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

        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.ConfigCount      = ms.ReadInt();
        proto.ServerConfigList = new List <ConfigItem>();
        for (int i = 0; i < proto.ConfigCount; i++)
        {
            ConfigItem _ServerConfig = new ConfigItem();
            _ServerConfig.ConfigCode = ms.ReadUTF8String();
            _ServerConfig.IsOpen     = ms.ReadBool();
            _ServerConfig.Param      = ms.ReadUTF8String();
            proto.ServerConfigList.Add(_ServerConfig);
        }

        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++)
        {
            MaterialEntity entity = new MaterialEntity();
            entity.Id                    = ms.ReadInt();
            entity.Name                  = ms.ReadUTF8String();
            entity.Quality               = ms.ReadInt();
            entity.Description           = ms.ReadUTF8String();
            entity.Type                  = ms.ReadInt();
            entity.FixedType             = ms.ReadInt();
            entity.FixedAddValue         = ms.ReadInt();
            entity.maxAmount             = ms.ReadInt();
            entity.packSort              = ms.ReadInt();
            entity.CompositionProps      = ms.ReadUTF8String();
            entity.CompositionMaterialID = ms.ReadInt();
            entity.CompositionGold       = ms.ReadUTF8String();
            entity.SellMoney             = ms.ReadInt();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 5
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        /// <summary>
        /// 初始化资源信息
        /// </summary>
        private void InitAssetInfo(byte[] buffer)
        {
            buffer = ZlibHelper.DeCompressBytes(buffer);
            MMO_MemoryStream ms = new MMO_MemoryStream(buffer);

            int len    = ms.ReadInt();
            int depLen = 0;

            for (int i = 0; i < len; i++)
            {
                AssetEntity entity = new AssetEntity();
                entity.Category        = (AssetCategory)ms.ReadByte();
                entity.AssetFullName   = ms.ReadUTF8String();
                entity.AssetBundleName = ms.ReadUTF8String();

                depLen = ms.ReadInt();
                if (depLen > 0)
                {
                    entity.DependsAssetList = new List <AssetDependsEntity>(depLen);
                    for (int j = 0; j < depLen; j++)
                    {
                        AssetDependsEntity assetDepends = new AssetDependsEntity();
                        assetDepends.Category      = (AssetCategory)ms.ReadByte();
                        assetDepends.AssetFullName = ms.ReadUTF8String();

                        entity.DependsAssetList.Add(assetDepends);
                    }
                }

                //Debug.LogError("entity.Category=" + entity.Category);
                //Debug.LogError("entity.AssetFullName=" + entity.AssetFullName);
                m_AssetInfoDic[entity.Category][entity.AssetFullName] = entity;
            }
        }
Esempio n. 6
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    public static MailProto GetProto(byte[] buffer)
    {
        MailProto proto = new MailProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.Count     = ms.ReadInt();
            proto.IsSuccess = ms.ReadBool();
            if (proto.IsSuccess)
            {
                proto.SuccMsg  = ms.ReadUTF8String();
                proto.SuccCode = ms.ReadUTF8String();
            }
            else
            {
                proto.ErrorCode = ms.ReadInt();
            }
            proto.ItemCount    = ms.ReadInt();
            proto.ItemIdList   = new List <int>();
            proto.ItemNameList = new List <int>();
            for (int i = 0; i < proto.ItemCount; i++)
            {
                int _ItemId = ms.ReadInt();   //道具编号
                proto.ItemIdList.Add(_ItemId);
                int _ItemName = ms.ReadInt(); //道具名称
                proto.ItemNameList.Add(_ItemName);
            }
        }
        return(proto);
    }
Esempio n. 7
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        /// <summary>
        /// 根据字节数组获取资源包版本信息
        /// </summary>
        /// <param name="buffer">字节数组</param>
        /// <param name="version">版本号</param>
        /// <returns></returns>
        public static Dictionary <string, AssetBundleInfoEntity> GetAssetBundleVersionList(byte[] buffer, ref string version)
        {
            buffer = ZlibHelper.DeCompressBytes(buffer);


            Dictionary <string, AssetBundleInfoEntity> dic = new Dictionary <string, AssetBundleInfoEntity>();


            MMO_MemoryStream ms = new MMO_MemoryStream(buffer);

            int len = ms.ReadInt();

            for (int i = 0; i < len; i++)
            {
                if (i == 0)
                {
                    version = ms.ReadUTF8String().Trim();
                }
                else
                {
                    AssetBundleInfoEntity entity = new AssetBundleInfoEntity();

                    entity.AssetBundleName = ms.ReadUTF8String();
                    entity.MD5             = ms.ReadUTF8String();
                    entity.Size            = ms.ReadULong();
                    entity.IsFirstData     = ms.ReadByte() == 1;
                    entity.IsEncrypt       = ms.ReadByte() == 1;

                    dic[entity.AssetBundleName] = entity;
                }
            }
            return(dic);
        }
Esempio n. 8
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    public static RoleOperation_SelectRoleInfoReturnProto GetProto(MMO_MemoryStream ms, byte[] buffer)
    {
        RoleOperation_SelectRoleInfoReturnProto proto = new RoleOperation_SelectRoleInfoReturnProto();

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

        proto.IsSuccess = ms.ReadBool();
        if (proto.IsSuccess)
        {
            proto.RoldId             = ms.ReadInt();
            proto.RoleNickName       = ms.ReadUTF8String();
            proto.JobId              = (byte)ms.ReadByte();
            proto.Level              = ms.ReadInt();
            proto.TotalRechargeMoney = ms.ReadInt();
            proto.Money              = ms.ReadInt();
            proto.Gold                  = ms.ReadInt();
            proto.Exp                   = ms.ReadInt();
            proto.MaxHP                 = ms.ReadInt();
            proto.MaxMP                 = ms.ReadInt();
            proto.CurrHP                = ms.ReadInt();
            proto.CurrMP                = ms.ReadInt();
            proto.ToSpeed               = ms.ReadInt();
            proto.WeaponDamageMin       = ms.ReadInt();
            proto.WeaponDamageMax       = ms.ReadInt();
            proto.AttackNumber          = ms.ReadInt();
            proto.StrikePower           = ms.ReadInt();
            proto.PiercingPower         = ms.ReadInt();
            proto.MagicPower            = ms.ReadInt();
            proto.LastInWorldMapId      = ms.ReadInt();
            proto.LastInWorldMapPos     = ms.ReadUTF8String();
            proto.Equip_Weapon          = ms.ReadInt();
            proto.Equip_Pants           = ms.ReadInt();
            proto.Equip_Clothes         = ms.ReadInt();
            proto.Equip_Belt            = ms.ReadInt();
            proto.Equip_Cuff            = ms.ReadInt();
            proto.Equip_Necklace        = ms.ReadInt();
            proto.Equip_Shoe            = ms.ReadInt();
            proto.Equip_Ring            = ms.ReadInt();
            proto.Equip_WeaponTableId   = ms.ReadInt();
            proto.Equip_PantsTableId    = ms.ReadInt();
            proto.Equip_ClothesTableId  = ms.ReadInt();
            proto.Equip_BeltTableId     = ms.ReadInt();
            proto.Equip_CuffTableId     = ms.ReadInt();
            proto.Equip_NecklaceTableId = ms.ReadInt();
            proto.Equip_ShoeTableId     = ms.ReadInt();
            proto.Equip_RingTableId     = ms.ReadInt();
            proto.ChoppingDefense       = ms.ReadInt();
            proto.PuncturDefense        = ms.ReadInt();
            proto.MagicDefense          = ms.ReadInt();
        }
        else
        {
            proto.MsgCode = ms.ReadInt();
        }

        return(proto);
    }
Esempio n. 9
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    public static RoleOperation_SelectRoleInfoReturnProto GetProto(byte[] buffer)
    {
        RoleOperation_SelectRoleInfoReturnProto proto = new RoleOperation_SelectRoleInfoReturnProto();
        MMO_MemoryStream ms = GameEntry.Socket.SocketReceiveMS;

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

        proto.IsSuccess = ms.ReadBool();
        if (proto.IsSuccess)
        {
            proto.RoldId             = ms.ReadInt();
            proto.RoleNickName       = ms.ReadUTF8String();
            proto.JobId              = (byte)ms.ReadByte();
            proto.Level              = ms.ReadInt();
            proto.TotalRechargeMoney = ms.ReadInt();
            proto.Money              = ms.ReadInt();
            proto.Gold                  = ms.ReadInt();
            proto.Exp                   = ms.ReadInt();
            proto.MaxHP                 = ms.ReadInt();
            proto.MaxMP                 = ms.ReadInt();
            proto.CurrHP                = ms.ReadInt();
            proto.CurrMP                = ms.ReadInt();
            proto.Attack                = ms.ReadInt();
            proto.Defense               = ms.ReadInt();
            proto.Hit                   = ms.ReadInt();
            proto.Dodge                 = ms.ReadInt();
            proto.Cri                   = ms.ReadInt();
            proto.Res                   = ms.ReadInt();
            proto.Fighting              = ms.ReadInt();
            proto.LastInWorldMapId      = ms.ReadInt();
            proto.LastInWorldMapPos     = ms.ReadUTF8String();
            proto.Equip_Weapon          = ms.ReadInt();
            proto.Equip_Pants           = ms.ReadInt();
            proto.Equip_Clothes         = ms.ReadInt();
            proto.Equip_Belt            = ms.ReadInt();
            proto.Equip_Cuff            = ms.ReadInt();
            proto.Equip_Necklace        = ms.ReadInt();
            proto.Equip_Shoe            = ms.ReadInt();
            proto.Equip_Ring            = ms.ReadInt();
            proto.Equip_WeaponTableId   = ms.ReadInt();
            proto.Equip_PantsTableId    = ms.ReadInt();
            proto.Equip_ClothesTableId  = ms.ReadInt();
            proto.Equip_BeltTableId     = ms.ReadInt();
            proto.Equip_CuffTableId     = ms.ReadInt();
            proto.Equip_NecklaceTableId = ms.ReadInt();
            proto.Equip_ShoeTableId     = ms.ReadInt();
            proto.Equip_RingTableId     = ms.ReadInt();
        }
        else
        {
            proto.MsgCode = ms.ReadInt();
        }

        return(proto);
    }
    protected override void LoadList(MMO_MemoryStream ms)
    {
        int rows    = ms.ReadInt();
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            LocalizationDic[ms.ReadUTF8String()] = ms.ReadUTF8String();
        }
    }
Esempio n. 11
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    public static AccountLogOnRequestProto GetProto(byte[] buffer)
    {
        AccountLogOnRequestProto proto = new AccountLogOnRequestProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.UserName         = ms.ReadUTF8String();
            proto.Pwd              = ms.ReadUTF8String();
            proto.DeviceIdentifier = ms.ReadUTF8String();
            proto.DeviceModel      = ms.ReadUTF8String();
        }
        return(proto);
    }
Esempio n. 12
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    /// <summary>
    /// 加载列表
    /// </summary>
    protected override void LoadList(MMO_MemoryStream ms)
    {
        //行数
        int rows = ms.ReadInt();
        //列数
        int columns = ms.ReadInt();

        for (int i = 0; i < rows; i++)
        {
            GameLevelEntity entity = new GameLevelEntity();
            entity.Id             = ms.ReadInt();
            entity.ChapterID      = ms.ReadInt();
            entity.Name           = ms.ReadUTF8String();
            entity.SceneName      = ms.ReadUTF8String();
            entity.SmallMapImg    = ms.ReadUTF8String();
            entity.isBoss         = ms.ReadInt();
            entity.Ico            = ms.ReadUTF8String();
            entity.PosInMap       = ms.ReadUTF8String();
            entity.DlgPic         = ms.ReadUTF8String();
            entity.CameraRotation = ms.ReadUTF8String();
            entity.Audio_BG       = ms.ReadUTF8String();

            m_List.Add(entity);
            if (m_Dic.ContainsKey(entity.Id))
            {
                UnityEngine.Debug.Log("包含  " + entity.Id);
            }
            else
            {
                m_Dic.Add(entity.Id, entity);
            }

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

        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.RoldId       = ms.ReadInt();
        proto.RoleNickName = ms.ReadUTF8String();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
Esempio n. 14
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    public static RoleOperation_CreateRoleProto GetProto(byte[] buffer, bool isChild = false)
    {
        RoleOperation_CreateRoleProto proto = new RoleOperation_CreateRoleProto();

        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.JobId        = (byte)ms.ReadByte();
        proto.RoleNickName = ms.ReadUTF8String();

        if (isChild)
        {
            GameEntry.Pool.EnqueueClassObject(ms);
        }
        return(proto);
    }
    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);
    }
Esempio n. 16
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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_CodeEntity entity = new Sys_CodeEntity();
            entity.Id   = ms.ReadInt();
            entity.Desc = ms.ReadUTF8String();
            entity.Key  = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 17
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 public static RoleOperation_SelectRoleInfoReturnProto ToProto(byte[] buffer)
 {
     using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
     {
         RoleOperation_SelectRoleInfoReturnProto proto = new RoleOperation_SelectRoleInfoReturnProto();
         proto.IsSucess = ms.ReadBool();
         if (proto.IsSucess)
         {
             proto.RoleNickName = ms.ReadUTF8String();
             proto.Level        = ms.ReadInt();
             proto.RoleId       = ms.ReadInt();
             proto.JobId        = ms.ReadInt();
             proto.Money        = ms.ReadInt();
             proto.Gold         = ms.ReadInt();
             proto.Exp          = ms.ReadInt();
             proto.MaxHP        = ms.ReadInt();
             proto.CurrentHP    = ms.ReadInt();
             proto.MaxMP        = ms.ReadInt();
             proto.CurrentMP    = ms.ReadInt();
             proto.Attack       = ms.ReadInt();
             proto.Defense      = ms.ReadInt();
             proto.Hit          = ms.ReadInt();
             proto.Dodge        = ms.ReadInt();
             proto.Cri          = ms.ReadInt();
             proto.Fighting     = ms.ReadInt();
             proto.Res          = ms.ReadInt();
             proto.LastSceneId  = ms.ReadInt();
         }
         else
         {
             proto.MessageId = ms.ReadInt();
         }
         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. 19
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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++)
        {
            TaskEntity entity = new TaskEntity();
            entity.Id      = ms.ReadInt();
            entity.Name    = ms.ReadUTF8String();
            entity.Status  = ms.ReadInt();
            entity.Content = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
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++)
        {
            MessageEntity entity = new MessageEntity();
            entity.Id          = ms.ReadInt();
            entity.Msg         = ms.ReadUTF8String();
            entity.Module      = ms.ReadUTF8String();
            entity.Description = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 21
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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++)
        {
            JobEntity entity = new JobEntity();
            entity.Id               = ms.ReadInt();
            entity.Name             = ms.ReadUTF8String();
            entity.HeadPic          = ms.ReadUTF8String();
            entity.JobPic           = ms.ReadUTF8String();
            entity.PrefabName       = ms.ReadUTF8String();
            entity.Desc             = ms.ReadUTF8String();
            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.UsedPhyAttackIds = ms.ReadUTF8String();
            entity.UsedSkillIds     = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 22
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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. 23
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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_UIItemEntity entity = new Sys_UIItemEntity();
            entity.Id   = ms.ReadInt();
            entity.Desc = ms.ReadUTF8String();
            entity.Name = ms.ReadUTF8String();
            entity.AssetPath_Chinese = ms.ReadUTF8String();
            entity.AssetPath_English = ms.ReadUTF8String();

            m_List.Add(entity);
            m_Dic[entity.Id] = entity;
        }
    }
Esempio n. 24
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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++)
        {
            NPCEntity entity = new NPCEntity();
            entity.Id          = ms.ReadInt();
            entity.Name        = ms.ReadUTF8String();
            entity.PrefabName  = ms.ReadUTF8String();
            entity.HeadPic     = ms.ReadUTF8String();
            entity.HalfBodyPic = ms.ReadUTF8String();
            entity.Talk        = ms.ReadUTF8String();

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

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.ConfigCount      = ms.ReadInt();
            proto.ServerConfigList = new List <ConfigItem>();
            for (int i = 0; i < proto.ConfigCount; i++)
            {
                ConfigItem _ServerConfig = new ConfigItem();
                _ServerConfig.ConfigCode = ms.ReadUTF8String();
                _ServerConfig.IsOpen     = ms.ReadBool();
                _ServerConfig.Param      = ms.ReadUTF8String();
                proto.ServerConfigList.Add(_ServerConfig);
            }
        }
        return(proto);
    }
 public static RoleOperation_CreateRoleProto ToProto(byte[] buffer)
 {
     using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
     {
         RoleOperation_CreateRoleProto proto = new RoleOperation_CreateRoleProto();
         proto.JobID    = ms.ReadInt();
         proto.NickName = ms.ReadUTF8String();
         return(proto);
     }
 }
Esempio n. 27
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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;
        }
    }
    public static Task_SearchTaskReturnProto GetProto(byte[] buffer)
    {
        Task_SearchTaskReturnProto proto = new Task_SearchTaskReturnProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.TaskCount        = ms.ReadInt();
            proto.CurrTaskItemList = new List <TaskItem>();
            for (int i = 0; i < proto.TaskCount; i++)
            {
                TaskItem _CurrTaskItem = new TaskItem();
                _CurrTaskItem.Id      = ms.ReadInt();
                _CurrTaskItem.Name    = ms.ReadUTF8String();
                _CurrTaskItem.Status  = ms.ReadInt();
                _CurrTaskItem.Content = ms.ReadUTF8String();
                proto.CurrTaskItemList.Add(_CurrTaskItem);
            }
        }
        return(proto);
    }
Esempio n. 29
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    public static WorldMap_OtherRoleUpdateInfoProto GetProto(byte[] buffer)
    {
        WorldMap_OtherRoleUpdateInfoProto proto = new WorldMap_OtherRoleUpdateInfoProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.RoldId       = ms.ReadInt();
            proto.RoleNickName = ms.ReadUTF8String();
        }
        return(proto);
    }
Esempio n. 30
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    public static RoleOperation_CreateRoleProto GetProto(byte[] buffer)
    {
        RoleOperation_CreateRoleProto proto = new RoleOperation_CreateRoleProto();

        using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer))
        {
            proto.JobId        = (byte)ms.ReadByte();
            proto.RoleNickName = ms.ReadUTF8String();
        }
        return(proto);
    }