private void EGMI_ACK_PROPERTY_VECTOR3(int id, MemoryStream stream) { NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream); NFMsg.ObjectPropertyVector3 xData = NFMsg.ObjectPropertyVector3.Parser.ParseFrom(xMsg.MsgData); NFIObject go = mKernelModule.GetObject(mHelpModule.PBToNF(xData.PlayerId)); if (go == null) { Debug.LogError("error id" + xData.PlayerId); return; } NFIPropertyManager propertyManager = go.GetPropertyManager(); for (int i = 0; i < xData.PropertyList.Count; i++) { string name = xData.PropertyList[i].PropertyName.ToStringUtf8(); NFMsg.Vector3 data = xData.PropertyList[i].Data; NFIProperty property = propertyManager.GetProperty(name); if (null == property) { NFDataList.TData var = new NFDataList.TData(NFDataList.VARIANT_TYPE.VTYPE_VECTOR3); property = propertyManager.AddProperty(name, var); } property.SetVector3(mHelpModule.PBToNF(data)); } }
//WSAD移动 public void RequireMove(NFrame.NFGUID objectID, int nType, float fPosX, float fPosY, float fTarX, float fTarY) { NFMsg.ReqAckPlayerMove xData = new NFMsg.ReqAckPlayerMove(); xData.mover = NFNetController.NFToPB(objectID); xData.moveType = nType; NFMsg.Vector3 xNowPos = new NFMsg.Vector3(); xNowPos.x = fPosX; xNowPos.y = 0.0f; xNowPos.z = fPosY; xData.source_pos.Add(xNowPos); NFMsg.Vector3 xTargetPos = new NFMsg.Vector3(); xTargetPos.x = fTarX; xTargetPos.y = 0.0f; xTargetPos.z = fTarY; xData.target_pos.Add(xTargetPos); mxBody.SetLength(0); mxSerializer.Serialize(mxBody, xData); SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_MOVE, mxBody); //为了表现,客户端先走,后续同步 }
//WSAD移动 public void RequireMove(NFrame.NFGUID objectID, int nType, UnityEngine.Vector3 vPos, UnityEngine.Vector3 vTar) { NFMsg.ReqAckPlayerMove xData = new NFMsg.ReqAckPlayerMove(); xData.mover = NFNetController.NFToPB(objectID); xData.moveType = nType; NFMsg.Vector3 xNowPos = new NFMsg.Vector3(); xNowPos.x = vPos.x; xNowPos.y = vPos.y; xNowPos.z = vPos.z; xData.source_pos.Add(xNowPos); NFMsg.Vector3 xTargetPos = new NFMsg.Vector3(); xTargetPos.x = vTar.x; xTargetPos.y = vTar.y; xTargetPos.z = vTar.z; xData.target_pos.Add(xTargetPos); mxBody.SetLength(0); mxSerializer.Serialize(mxBody, xData); SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_MOVE, mxBody); //为了表现,客户端先走,后续同步 }
static public NFMsg.Vector3 NFToPB(NFVector3 value) { NFMsg.Vector3 vector = new NFMsg.Vector3(); vector.x = value.X(); vector.y = value.Y(); vector.z = value.Z(); return(vector); }
public void RequireMoveImmune(NFrame.NFGUID objectID, float fX, float fZ) { NFMsg.ReqAckPlayerMove xData = new NFMsg.ReqAckPlayerMove(); xData.mover = NFNetController.NFToPB(objectID); xData.moveType = 0; NFMsg.Vector3 xTargetPos = new NFMsg.Vector3(); xTargetPos.x = fX; xTargetPos.z = fZ; xData.target_pos.Add(xTargetPos); mxBody.SetLength(0); mxSerializer.Serialize(mxBody, xData); SendMsg(objectID, NFMsg.EGameMsgID.EGMI_REQ_MOVE_IMMUNE, mxBody); }
public void RequireMove(UnityEngine.Vector3 pos) { NFMsg.ReqAckPlayerMove xData = new NFMsg.ReqAckPlayerMove(); xData.mover = mHelpModule.NFToPB(mRoleID); xData.moveType = 0; xData.speed = 4f; xData.time = 0; NFMsg.Vector3 xTargetPos = new NFMsg.Vector3(); xTargetPos.x = pos.x; xTargetPos.y = pos.y; xTargetPos.z = pos.z; xData.target_pos.Add(xTargetPos); MemoryStream stream = new MemoryStream(); xData.WriteTo(stream); mNetModule.SendToServerByPB(NFMsg.EGameMsgID.EGMI_REQ_MOVE, stream); }
public void RequireMove(UnityEngine.Vector3 pos) { NFMsg.ReqAckPlayerMove xData = new NFMsg.ReqAckPlayerMove(); xData.mover = NFToPB(mRoleID); xData.moveType = 0; xData.speed = 2f; xData.time = 0; NFMsg.Vector3 xTargetPos = new NFMsg.Vector3(); xTargetPos.x = pos.x; xTargetPos.y = pos.z; xTargetPos.z = pos.y; xData.target_pos.Add(xTargetPos); MemoryStream stream = new MemoryStream(); Serializer.Serialize <NFMsg.ReqAckPlayerMove>(stream, xData); NFCNetLogic.Instance().SendToServerByPB(NFMsg.EGameMsgID.EGMI_REQ_MOVE, stream); }
static public NFMsg.Vector3 NFToPB(NFVector3 value) { NFMsg.Vector3 vector = new NFMsg.Vector3(); vector.x = value.X(); vector.y = value.Y(); vector.z = value.Z(); return vector; }