private void StartGame() { if (inputField.text == "") { UIManager.Instance.ShowUI(UIid.TipsUI); object[] param = new object[2]; param[0] = "昵称不可以为空"; param[1] = "知道了"; MessageCenter.Send_Multparam(EMessageType.TipsUI, param); return; } //未连接则连接 if (NetworkManager.ServerConnection.connectionStatus != Connect.ConnectionStatus.Connected) { NetworkManager.ServerConnection.protocol = new BytesProtocol(); NetworkManager.ServerConnection.ConnectToServer(clientConf.Host, clientConf.Port); } BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("Connect"); protocol.SpliceString(inputField.text); NetworkManager.PlayerName = inputField.text; NetworkManager.ServerConnection.Send(protocol, OnConnectCallback); //UIManager.Instance.ShowUI(UIid.LoadingUI); //MessageCenter.Send(EMessageType.Loading, 1); }
/// <summary> /// 发送玩家可以开玩 /// </summary> public static void SendPlayerReady() { BytesProtocol ready = new BytesProtocol(); ready.SpliceString("PlayerReady"); ready.SpliceString(NetworkManager.PlayerName); Send(ready); }
/// <summary> /// 发送击中玩家消息 /// </summary> /// <param name="Name">玩家名</param> /// <param name="Damage">伤害值</param> public static void SendPlayerHitSomeone(string Name, float Damage) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerHitSomeone"); protocol.SpliceString(Name); protocol.SpliceFloat(Damage); ServerConnection.Send(protocol); }
/// <summary> /// 发送 玩家有害状态 /// </summary> public static void SendPlayerGetBuff(string playerName, BuffType buffType, float buffTime) { BytesProtocol p = new BytesProtocol(); p.SpliceString("PlayerGetBuff"); p.SpliceString(playerName); p.SpliceInt((int)buffType); p.SpliceFloat(buffTime); Send(p); }
/// <summary> /// 发送社保魔法 /// </summary> public static void SendPlayerMagic(string MagicName, Vector3 pos, Quaternion rot) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerMagic"); protocol.SpliceString(MagicName); protocol.SpliceFloat(pos.x); protocol.SpliceFloat(pos.y); protocol.SpliceFloat(pos.z); protocol.SpliceFloat(rot.eulerAngles.x); protocol.SpliceFloat(rot.eulerAngles.y); protocol.SpliceFloat(rot.eulerAngles.z); Send(protocol); }
/// <summary> /// 发送角色同步信息 /// </summary> public static void SendUpdatePlayerInfo(Vector3 pos, Vector3 rot, string CurrentAction) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("UpdatePlayerInfo"); protocol.SpliceFloat(pos.x); protocol.SpliceFloat(pos.y); protocol.SpliceFloat(pos.z); protocol.SpliceFloat(rot.x); protocol.SpliceFloat(rot.y); protocol.SpliceFloat(rot.z); protocol.SpliceString(CurrentAction); Send(protocol); }
/// <summary> /// 地图加载完毕时上报服务端统计 /// </summary> public static void SendMapLoaded() { BytesProtocol p = new BytesProtocol(); p.SpliceString("MapLoaded"); ServerConnection.Send(p); }
private void RequestStartGame() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("RequestStartGame"); NetworkManager.ServerConnection.Send(protocol, OnRequestStartGameBack); }
/// <summary> /// 请求获得道具数据 /// </summary> public void RequestItemData() { BytesProtocol p = new BytesProtocol(); p.SpliceString("GetMapItemData"); NetworkManager.Send(p); }
/// <summary> /// 发送获取玩家列表消息 /// </summary> public static void SendGetPlayersInfo() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("GetPlayersInfo"); ServerConnection.Send(protocol); }
private void CreateRoom() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("CreateRoom"); NetworkManager.ServerConnection.Send(protocol, OnCreateRoomBack); }
private void RefreshRoom() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("GetRoomList"); NetworkManager.ServerConnection.Send(protocol); }
/// <summary> /// 发送玩家被毒圈伤害消息 /// </summary> public static void SendPlayerPoison() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerPoison"); Send(protocol); }
/// <summary> /// 发送请求下落点 /// </summary> public static void SendReqDroppoint() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("Droppoint"); Send(protocol); }
public static BaseProtocol GetHeartBeat() { BytesProtocol bytesProtocol = new BytesProtocol(); bytesProtocol.SpliceString("HeartBeat"); return(bytesProtocol); }
protected override void OnEnable() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("GetRoomInfo"); NetworkManager.ServerConnection.Send(protocol, GetRoomInfo); }
/// <summary> /// 发送装备武器ID /// </summary> public static void SendPlayerEquipWeapon(int ItemID) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerEquipWeapon"); protocol.SpliceInt(ItemID); Send(protocol); }
public void JoinRoom(int RoomIndex) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("JoinRoom"); protocol.SpliceInt(RoomIndex); NetworkManager.ServerConnection.Send(protocol, OnJoinRoomBack); }
/// <summary> /// 玩家离开 /// </summary> public void PlayerLeave(string playerName) { BytesProtocol p = new BytesProtocol(); p.SpliceString("LeaveRoom"); NetworkManager.Send(p, OnLeaveRoomBack); DelPlayer(playerName); }
/// <summary> /// 发送门打开消息 /// </summary> /// <param name="DoorID">门ID</param> public static void SendDoorOpen(int DoorID) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("DoorOpen"); protocol.SpliceInt(DoorID); Send(protocol); }
/// <summary> /// 发送拾取物品消息 /// </summary> public static void SendPickItem(int GroundItemID) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PickItem"); protocol.SpliceInt(GroundItemID); Send(protocol); }
/// <summary> /// 发送扔物品消息 /// </summary> public static void SendDropItem(int GroundItemID, Transform trans) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("DropItem"); protocol.SpliceInt(GroundItemID); protocol.SpliceFloat(trans.position.x); protocol.SpliceFloat(trans.position.y); protocol.SpliceFloat(trans.position.z); Send(protocol); }
/// <summary> /// 获取自己的数据,作为协议 /// </summary> public BytesProtocol GetPlayerInfo() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("UpdatePlayerInfo"); protocol.SpliceFloat(hp); protocol.SpliceFloat(transform.position.x); protocol.SpliceFloat(transform.position.y); protocol.SpliceFloat(transform.position.z); protocol.SpliceFloat(transform.rotation.x); protocol.SpliceFloat(transform.rotation.y); protocol.SpliceFloat(transform.rotation.z); if (BagManager.Instance.Head == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Head.ItemID); } if (BagManager.Instance.Body == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Body.ItemID); } if (BagManager.Instance.Weapon1 == null && BagManager.Instance.Weapon2 == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Body.ItemID); } // protocol.SpliceInt(WeaponID); // protocol.SpliceString(CurrentAction); //playerFSM.characterStatus.HP; status = BagManager.Instance.characterStatus; return(protocol); }