public SceneSection(ulong sceneID, ushort sceneType, ushort sceneState, double sceneStartTime, double sceneEndTime, double serverTime, EntityFullDataArray entitys) { this.sceneID = sceneID; this.sceneType = sceneType; this.sceneState = sceneState; this.sceneStartTime = sceneStartTime; this.sceneEndTime = sceneEndTime; this.serverTime = serverTime; this.entitys = entitys; }
public EntityFullDataArray entitys; //这里包含有所有当前场景下的实体属性和状态数据 public SceneSection() { sceneID = 0; sceneType = 0; sceneState = 0; sceneStartTime = 0.0; sceneEndTime = 0.0; serverTime = 0.0; entitys = new EntityFullDataArray(); }
public System.Collections.Generic.List <byte> __encode() { var data = new System.Collections.Generic.List <byte>(); if (this.entitys == null) { this.entitys = new EntityFullDataArray(); } data.AddRange(this.entitys.__encode()); return(data); }
public int __decode(byte[] binData, ref int pos) { this.sceneID = Proto4z.BaseProtoObject.decodeUI64(binData, ref pos); this.sceneType = Proto4z.BaseProtoObject.decodeUI16(binData, ref pos); this.sceneState = Proto4z.BaseProtoObject.decodeUI16(binData, ref pos); this.sceneStartTime = Proto4z.BaseProtoObject.decodeDouble(binData, ref pos); this.sceneEndTime = Proto4z.BaseProtoObject.decodeDouble(binData, ref pos); this.serverTime = Proto4z.BaseProtoObject.decodeDouble(binData, ref pos); this.entitys = new EntityFullDataArray(); this.entitys.__decode(binData, ref pos); return(pos); }
public System.Collections.Generic.List <byte> __encode() { var data = new System.Collections.Generic.List <byte>(); data.AddRange(Proto4z.BaseProtoObject.encodeUI64(this.sceneID)); data.AddRange(Proto4z.BaseProtoObject.encodeUI16(this.sceneType)); data.AddRange(Proto4z.BaseProtoObject.encodeUI16(this.sceneState)); data.AddRange(Proto4z.BaseProtoObject.encodeDouble(this.sceneStartTime)); data.AddRange(Proto4z.BaseProtoObject.encodeDouble(this.sceneEndTime)); data.AddRange(Proto4z.BaseProtoObject.encodeDouble(this.serverTime)); if (this.entitys == null) { this.entitys = new EntityFullDataArray(); } data.AddRange(this.entitys.__encode()); return(data); }
public int __decode(byte[] binData, ref int pos) { this.entitys = new EntityFullDataArray(); this.entitys.__decode(binData, ref pos); return(pos); }
public AddEntityNotice(EntityFullDataArray entitys) { this.entitys = entitys; }
public AddEntityNotice() { entitys = new EntityFullDataArray(); }