public bool Serialize(EquipUpgradeData data) { bool ret = true; ret &= Serialize(data.EquipIndex); return(ret); }
//장비 강화 -> Server public void EquipUpgrade(int index) { Debug.Log("장비 강화"); EquipUpgradeData equipUpgradeData = new EquipUpgradeData(index); EquipUpgradePacket equipUpgradePacket = new EquipUpgradePacket(equipUpgradeData); equipUpgradePacket.SetPacketId((int)ClientPacketId.EquipUpgrade); DataPacket packet = new DataPacket(CreatePacket(equipUpgradePacket), null); sendMsgs.Enqueue(packet); }
//장비 강화 public void EquipUpgrade(DataPacket packet) { Console.WriteLine(packet.client.RemoteEndPoint.ToString() + "장비 강화"); EquipUpgradePacket equipUpgradePacket = new EquipUpgradePacket(packet.msg); EquipUpgradeData equipUpgradeData = equipUpgradePacket.GetData(); string id = loginUser[packet.client]; int characterId = userState[id].characterId; HeroData heroData = database.GetHeroData(id, characterId); heroData.EquipUpgrade(equipUpgradeData.EquipIndex); }
public bool Deserialize(ref EquipUpgradeData element) { if (GetDataSize() == 0) { // 데이터가 설정되지 않았다. return(false); } bool ret = true; byte skillIndex = 0; ret &= Deserialize(ref skillIndex); element = new EquipUpgradeData(skillIndex); return(ret); }