public static PacketDistributed CreatePacket(MessageID packetID)
    {
        PacketDistributed packet = null;

        switch (packetID)
        {
        case MessageID.PACKET_CG_CHAT: { packet = new CG_CHAT(); } break;

        case MessageID.PACKET_CG_CONNECTED_HEARTBEAT: { packet = new CG_CONNECTED_HEARTBEAT(); } break;

        case MessageID.PACKET_CG_FIGHT: { packet = new CG_FIGHT(); } break;

        case MessageID.PACKET_CG_LEAVE_COPYSCENE: { packet = new CG_LEAVE_COPYSCENE(); } break;

        case MessageID.PACKET_CG_LOGIN: { packet = new CG_LOGIN(); } break;

        case MessageID.PACKET_CG_MOVE: { packet = new CG_MOVE(); } break;

        case MessageID.PACKET_CG_REQ_NEAR_LIST: { packet = new CG_REQ_NEAR_LIST(); } break;

        case MessageID.PACKET_GC_ATTACKFLY: { packet = new GC_ATTACKFLY(); } break;

        case MessageID.PACKET_GC_CHAT: { packet = new GC_CHAT(); } break;

        case MessageID.PACKET_GC_CONNECTED_HEARTBEAT: { packet = new GC_CONNECTED_HEARTBEAT(); } break;

        case MessageID.PACKET_GC_DELETE_OBJ: { packet = new GC_DELETE_OBJ(); } break;

        case MessageID.PACKET_GC_FORCE_SETPOS: { packet = new GC_FORCE_SETPOS(); } break;

        case MessageID.PACKET_GC_LOGIN_RET: { packet = new GC_LOGIN_RET(); } break;

        case MessageID.PACKET_GC_MOVE: { packet = new GC_MOVE(); } break;

        case MessageID.PACKET_GC_NEAR_MARCHLIST: { packet = new GC_NEAR_MARCHLIST(); } break;

        case MessageID.PACKET_GC_NOTICE: { packet = new GC_NOTICE(); } break;

        case MessageID.PACKET_GC_PLAY_EFFECT: { packet = new GC_PLAY_EFFECT(); } break;

        case MessageID.PACKET_GC_REMOVEEFFECT: { packet = new GC_REMOVEEFFECT(); } break;

        case MessageID.PACKET_GC_RET_USE_SKILL: { packet = new GC_RET_USE_SKILL(); } break;

        case MessageID.PACKET_GC_STOP: { packet = new GC_STOP(); } break;

        case MessageID.PACKET_GC_TELEMOVE: { packet = new GC_TELEMOVE(); } break;

        case MessageID.PACKET_GC_UPDATE_ANIMATION_STATE: { packet = new GC_UPDATE_ANIMATION_STATE(); } break;

        case MessageID.PACKET_GC_UPDATE_NEEDIMPACTINFO: { packet = new GC_UPDATE_NEEDIMPACTINFO(); } break;

        case MessageID.PACKET_GC_UPDATE_SCENE_INSTACTIVATION: { packet = new GC_UPDATE_SCENE_INSTACTIVATION(); } break;
        }
        if (null != packet)
        {
            packet.packetID = packetID;
        }
        return(packet);
    }
예제 #2
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        public void AddReplyHistory(CG_CHAT pak)
        {
            if (pak != null)
            {
                // 记录历史回复
                // 如果重复发言 把之前的记录提前 不新增
                foreach (ChatHistoryItem item in m_ReplyHistoryList)
                {
                    if (item.ChatInfo == pak.Chatinfo)
                    {
                        m_ReplyHistoryList.Remove(item);
                        break;
                    }
                }

                ChatHistoryItem history = new ChatHistoryItem();
                history.CleanUp();
                history.ChatInfo = pak.Chatinfo;
                history.ELinkType.Add((GC_CHAT.LINKTYPE)pak.Linktype);
                for (int i = 0; i < pak.intdataList.Count; ++i)
                {
                    history.IntData.Add(pak.intdataList[i]);
                }
                for (int i = 0; i < pak.strdataList.Count; ++i)
                {
                    history.StrData.Add(pak.strdataList[i]);
                }

                if (m_ReplyHistoryList.Count >= ReplyHistoryNum)
                {
                    m_ReplyHistoryList.RemoveAt(0);
                }
                m_ReplyHistoryList.Add(history);
            }
        }
예제 #3
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    public void OnHanRenClick()
    {
        if (Time.realtimeSinceStartup - OnHanRentimeSend < 30)
        {
            Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{2163}");

            return;
        }
        OnHanRentimeSend = Time.realtimeSinceStartup;
        if (GameDefine_Globe.CopyScene_PlayType.MULTIPLE != CopyScenePlayerMode)
        {
            return;
        }
        Tab_SceneClass pSceneClass = TableManager.GetSceneClassByID(CopySceneId, 0);

        if (pSceneClass == null)
        {
            return;
        }
        //判断队伍是否已满
        if (GameManager.gameManager.PlayerDataPool.IsHaveTeam())
        {
            if (GameManager.gameManager.PlayerDataPool.TeamInfo.IsFull())
            {
                Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{1145}");

                return;
            }
        }
        else
        {
            if (Singleton <ObjManager> .GetInstance().MainPlayer)
            {
                Singleton <ObjManager> .GetInstance().MainPlayer.SendNoticMsg(false, "#{3170}");
            }

            CG_REQ_TEAM_INVITE msg = (CG_REQ_TEAM_INVITE)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_TEAM_INVITE);
            if (msg != null)
            {
                msg.Guid = GlobeVar.INVALID_GUID;
                msg.SendPacket();
            }
        }

        string text = StrDictionary.GetClientDictionaryString("#{11184}");

        if (null != Singleton <ObjManager> .GetInstance().MainPlayer)
        {
            CG_CHAT packet = (CG_CHAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CHAT);
            packet.Chattype = (int)CG_CHAT.CHATTYPE.CHAT_TYPE_WORLD;
            packet.Chatinfo = text;
            packet.Linktype = (int)GC_CHAT.LINKTYPE.LINK_TYPE_COPYTEAM;
            packet.AddIntdata(CopySceneId);
            packet.AddIntdata(1);
            packet.SendPacket();
        }
    }
예제 #4
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        public uint Execute(PacketDistributed ipacket)
        {
            CG_CHAT packet = (CG_CHAT )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
예제 #5
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    /// <summary>
    /// 确定寻找
    /// </summary>
    /// <param name="go"></param>
    void LookingForMatching(GameObject go)
    {
        CG_CHAT packet = (CG_CHAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CHAT);

        packet.Chattype   = (int)CG_CHAT.CHATTYPE.CHAT_TYPE_WORLD;
        packet.Chatinfo   = StrDictionary.GetClientDictionaryString("#{10274}", m_BabyFellow.Name);
        packet.Linktype   = (int)GC_CHAT.LINKTYPE.LINK_TYPE_SUB_PROPAGATE;
        packet.Fellowguid = m_BabyFellow.Guid;
        packet.SendPacket();

        CG_CHAT packetPro = (CG_CHAT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_CHAT);

        packetPro.Chattype   = (int)CG_CHAT.CHATTYPE.CHAT_TYPE_PROPAGATE;
        packetPro.Chatinfo   = StrDictionary.GetClientDictionaryString("#{10274}", m_BabyFellow.Name);
        packetPro.Linktype   = (int)GC_CHAT.LINKTYPE.LINK_TYPE_SUB_PROPAGATE;
        packetPro.Fellowguid = m_BabyFellow.Guid;
        packetPro.SendPacket();

        m_PublishConfirmDialog.gameObject.SetActive(false);
    }
예제 #6
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    public static PacketDistributed CreatePacket(MessageID packetID)
    {
        PacketDistributed packet = null;

        switch (packetID)
        {
        case MessageID.PACKET_CG_ASSIGN_HERO: { packet = new CG_ASSIGN_HERO(); } break;

        case MessageID.PACKET_CG_BATTLEINFOR: { packet = new CG_BATTLEINFOR(); } break;

        case MessageID.PACKET_CG_BATTLEPREPARE: { packet = new CG_BATTLEPREPARE(); } break;

        case MessageID.PACKET_CG_BUILDING_LEVELUP: { packet = new CG_Building_LevelUp(); } break;

        case MessageID.PACKET_CG_CHAT: { packet = new CG_CHAT(); } break;

        case MessageID.PACKET_CG_CONNECTED_HEARTBEAT: { packet = new CG_CONNECTED_HEARTBEAT(); } break;

        case MessageID.PACKET_CG_CREATEROLE: { packet = new CG_CREATEROLE(); } break;

        case MessageID.PACKET_CG_FIGHT: { packet = new CG_FIGHT(); } break;

        case MessageID.PACKET_CG_LEAVE_COPYSCENE: { packet = new CG_LEAVE_COPYSCENE(); } break;

        case MessageID.PACKET_CG_LOGIN: { packet = new CG_LOGIN(); } break;

        case MessageID.PACKET_CG_MARCH_MOVE: { packet = new CG_MARCH_MOVE(); } break;

        case MessageID.PACKET_CG_MOVE: { packet = new CG_MOVE(); } break;

        case MessageID.PACKET_CG_OBJPOSLIST: { packet = new CG_OBJPOSLIST(); } break;

        case MessageID.PACKET_CG_REQ_NEAR_LIST: { packet = new CG_REQ_NEAR_LIST(); } break;

        case MessageID.PACKET_CG_ROBOT_OPEN: { packet = new CG_ROBOT_OPEN(); } break;

        case MessageID.PACKET_CG_SEND_MARCH: { packet = new CG_SEND_MARCH(); } break;

        case MessageID.PACKET_CG_SKILL_USE: { packet = new CG_SKILL_USE(); } break;

        case MessageID.PACKET_CG_TROOP_TRAIN: { packet = new CG_Troop_Train(); } break;

        case MessageID.PACKET_GC_ASSIGN_HERO: { packet = new GC_ASSIGN_HERO(); } break;

        case MessageID.PACKET_GC_ATTACKFLY: { packet = new GC_ATTACKFLY(); } break;

        case MessageID.PACKET_GC_BATTLEEND: { packet = new GC_BATTLEEND(); } break;

        case MessageID.PACKET_GC_BATTLEINFOR: { packet = new GC_BATTLEINFOR(); } break;

        case MessageID.PACKET_GC_BATTLEPREPARE: { packet = new GC_BATTLEPREPARE(); } break;

        case MessageID.PACKET_GC_BATTLESTART: { packet = new GC_BattleStart(); } break;

        case MessageID.PACKET_GC_BUILDING_LEVELUP: { packet = new GC_Building_LevelUp(); } break;

        case MessageID.PACKET_GC_CHAT: { packet = new GC_CHAT(); } break;

        case MessageID.PACKET_GC_CONNECTED_HEARTBEAT: { packet = new GC_CONNECTED_HEARTBEAT(); } break;

        case MessageID.PACKET_GC_CREATEROLE_RET: { packet = new GC_CREATEROLE_RET(); } break;

        case MessageID.PACKET_GC_DELETE_OBJ: { packet = new GC_DELETE_OBJ(); } break;

        case MessageID.PACKET_GC_FIGHT: { packet = new GC_FIGHT(); } break;

        case MessageID.PACKET_GC_FORCE_SETPOS: { packet = new GC_FORCE_SETPOS(); } break;

        case MessageID.PACKET_GC_LOGIN_QUEUE_STATUS: { packet = new GC_LOGIN_QUEUE_STATUS(); } break;

        case MessageID.PACKET_GC_LOGIN_RET: { packet = new GC_LOGIN_RET(); } break;

        case MessageID.PACKET_GC_MARCH_MOVE: { packet = new GC_MARCH_MOVE(); } break;

        case MessageID.PACKET_GC_MOVE: { packet = new GC_MOVE(); } break;

        case MessageID.PACKET_GC_NEAR_MARCHLIST: { packet = new GC_NEAR_MARCHLIST(); } break;

        case MessageID.PACKET_GC_NOTICE: { packet = new GC_NOTICE(); } break;

        case MessageID.PACKET_GC_OBJCOMMANDPURSUE: { packet = new GC_OBJCOMMANDPURSUE(); } break;

        case MessageID.PACKET_GC_OBJGETHURT: { packet = new GC_OBJGETHURT(); } break;

        case MessageID.PACKET_GC_OBJPOSLIST: { packet = new GC_OBJPOSLIST(); } break;

        case MessageID.PACKET_GC_OBJPREPAREFORATTACK: { packet = new GC_OBJPREPAREFORATTACK(); } break;

        case MessageID.PACKET_GC_PLAY_EFFECT: { packet = new GC_PLAY_EFFECT(); } break;

        case MessageID.PACKET_GC_REMOVEEFFECT: { packet = new GC_REMOVEEFFECT(); } break;

        case MessageID.PACKET_GC_RET_USE_SKILL: { packet = new GC_RET_USE_SKILL(); } break;

        case MessageID.PACKET_GC_ROBOT_OPEN: { packet = new GC_ROBOT_OPEN(); } break;

        case MessageID.PACKET_GC_SEND_MARCH: { packet = new GC_SEND_MARCH(); } break;

        case MessageID.PACKET_GC_STOP: { packet = new GC_STOP(); } break;

        case MessageID.PACKET_GC_TELEMOVE: { packet = new GC_TELEMOVE(); } break;

        case MessageID.PACKET_GC_TROOPTRAIN_OVER: { packet = new GC_TroopTrain_Over(); } break;

        case MessageID.PACKET_GC_TROOP_TRAIN: { packet = new GC_Troop_Train(); } break;

        case MessageID.PACKET_GC_UPDATE_ANIMATION_STATE: { packet = new GC_UPDATE_ANIMATION_STATE(); } break;

        case MessageID.PACKET_GC_UPDATE_MARCH: { packet = new GC_Update_March(); } break;

        case MessageID.PACKET_GC_UPDATE_NEEDIMPACTINFO: { packet = new GC_UPDATE_NEEDIMPACTINFO(); } break;

        case MessageID.PACKET_GC_UPDATE_SCENE_INSTACTIVATION: { packet = new GC_UPDATE_SCENE_INSTACTIVATION(); } break;
        }
        if (null != packet)
        {
            packet.packetID = packetID;
        }
        return(packet);
    }