public static void Process(byte[] bytes) { MsgDamage msg = Utils.BytesToStruct <MsgDamage>(bytes); Role role = Core.Game.GetEntity(msg.role) as Role; if (role != null) { role.Damage(msg.damage, msg.dir, msg.pos); } }
public IEnumerator Process() { switch (type) { case Type.Event: MsgEvent.Process(m_bytes); break; case Type.CreatePlayer: MsgCreatePlayer.Process(m_bytes); break; case Type.Account: MsgAccount.Process(m_bytes); break; case Type.ChangeMap: yield return(MsgChangeMap.Process(m_bytes)); break; case Type.EntityEnter: MsgEntityEnter.Process(m_bytes); break; case Type.EntityLeave: MsgEntityLeave.Process(m_bytes); break; case Type.Move: MsgMove.Process(m_bytes); break; case Type.Action: MsgAction.Process(m_bytes); break; case Type.Damage: MsgDamage.Process(m_bytes); break; case Type.Attribs: MsgAttribs.Process(m_bytes); break; case Type.Bag: MsgBag.Process(m_bytes); break; case Type.ItemOperation: MsgItemOperation.Process(m_bytes); break; case Type.Missions: MsgMissions.Process(m_bytes); break; default: break; } }