public byte Grade; //难度等级 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(GameLevelId); ms.WriteByte(Grade); return(ms.ToArray()); } }
public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteByte(SkillCount); for (int i = 0; i < SkillCount; i++) { var item = CurrSkillDataList[i]; ms.WriteInt(item.SkillId); ms.WriteInt(item.SkillLevel); ms.WriteByte(item.SlotsNo); } return(ms.ToArray()); }
public string RoleNickName; //角色名称 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteByte(JobId); ms.WriteUTF8String(RoleNickName); return(ms.ToArray()); } }
public int Equip_RingTableId; //穿戴戒指 public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteBool(IsSuccess); if (IsSuccess) { ms.WriteInt(RoldId); ms.WriteUTF8String(RoleNickName); ms.WriteByte(JobId); ms.WriteInt(Level); ms.WriteInt(TotalRechargeMoney); ms.WriteInt(Money); ms.WriteInt(Gold); ms.WriteInt(Exp); ms.WriteInt(MaxHP); ms.WriteInt(MaxMP); ms.WriteInt(CurrHP); ms.WriteInt(CurrMP); ms.WriteInt(Attack); ms.WriteInt(Defense); ms.WriteInt(Hit); ms.WriteInt(Dodge); ms.WriteInt(Cri); ms.WriteInt(Res); ms.WriteInt(Fighting); ms.WriteInt(LastInWorldMapId); ms.WriteUTF8String(LastInWorldMapPos); ms.WriteInt(Equip_Weapon); ms.WriteInt(Equip_Pants); ms.WriteInt(Equip_Clothes); ms.WriteInt(Equip_Belt); ms.WriteInt(Equip_Cuff); ms.WriteInt(Equip_Necklace); ms.WriteInt(Equip_Shoe); ms.WriteInt(Equip_Ring); ms.WriteInt(Equip_WeaponTableId); ms.WriteInt(Equip_PantsTableId); ms.WriteInt(Equip_ClothesTableId); ms.WriteInt(Equip_BeltTableId); ms.WriteInt(Equip_CuffTableId); ms.WriteInt(Equip_NecklaceTableId); ms.WriteInt(Equip_ShoeTableId); ms.WriteInt(Equip_RingTableId); } else { ms.WriteInt(MsgCode); } return(ms.ToArray()); }
public int GoodsServerId; //装备服务器端编号 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteByte(Type); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); return(ms.ToArray()); } }
public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteInt(BackpackItemChangeCount); for (int i = 0; i < BackpackItemChangeCount; i++) { ms.WriteInt(ItemList[i].BackpackId); ms.WriteByte(ItemList[i].ChangeType); ms.WriteByte(ItemList[i].GoodsType); ms.WriteInt(ItemList[i].GoodsId); ms.WriteInt(ItemList[i].GoodsCount); ms.WriteInt(ItemList[i].GoodsServerId); } return(ms.ToArray()); }
public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(RechargeProductCount); for (int i = 0; i < RechargeProductCount; i++) { var item = CurrItemList[i]; ms.WriteInt(item.RechargeProductId); ms.WriteUTF8String(item.ProductDesc); ms.WriteByte(item.CanBuy); ms.WriteInt(item.RemainDay); ms.WriteByte(item.DoubleFlag); } return(ms.ToArray()); }
public string RoleNickName; //角色名称 public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteByte(JobId); ms.WriteUTF8String(RoleNickName); return(ms.ToArray()); }
public byte Grade; //难度等级 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(GameLevelId); ms.WriteByte(Grade); return(ms.ToArray()); }
public string RoleNickName; //角色名称 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteByte(JobId); ms.WriteUTF8String(RoleNickName); return(ms.ToArray()); }
public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(BackpackItemChangeCount); for (int i = 0; i < BackpackItemChangeCount; i++) { var item = ItemList[i]; ms.WriteInt(item.BackpackId); ms.WriteByte(item.ChangeType); ms.WriteByte(item.GoodsType); ms.WriteInt(item.GoodsId); ms.WriteInt(item.GoodsCount); ms.WriteInt(item.GoodsServerId); } return(ms.ToArray()); }
public int GoodsServerId; //装备服务器端编号 public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteByte(Type); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); return(ms.ToArray()); }
public byte IsPutOn; //是否穿戴 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(EnchantLevel); ms.WriteByte(BaseAttr1Type); ms.WriteInt(BaseAttr1Value); ms.WriteByte(BaseAttr2Type); ms.WriteInt(BaseAttr2Value); ms.WriteInt(HP); ms.WriteInt(MP); ms.WriteInt(Attack); ms.WriteInt(Defense); ms.WriteInt(Hit); ms.WriteInt(Dodge); ms.WriteInt(Cri); ms.WriteInt(Res); ms.WriteByte(IsPutOn); return(ms.ToArray()); } }
public byte IsPutOn; //是否穿戴 public byte[] ToArray(bool isChild = false) { MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); ms.SetLength(0); } ms.WriteInt(EnchantLevel); ms.WriteByte(BaseAttr1Type); ms.WriteInt(BaseAttr1Value); ms.WriteByte(BaseAttr2Type); ms.WriteInt(BaseAttr2Value); ms.WriteInt(HP); ms.WriteInt(MP); ms.WriteInt(Attack); ms.WriteInt(Defense); ms.WriteInt(Hit); ms.WriteInt(Dodge); ms.WriteInt(Cri); ms.WriteInt(Res); ms.WriteByte(IsPutOn); byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteInt(roleBackpackId); ms.WriteByte(GoodsType); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); ms.WriteInt(SellCount); return ms.ToArray(); }
public int GoodsServerId; //装备服务器端编号 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteByte(Type); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); return(ms.ToArray()); }
public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(SkillCount); for (int i = 0; i < Skills.Count; i++) { ms.WriteInt(Skills[i].SkillId); ms.WriteInt(Skills[i].SKillLevel); ms.WriteByte(Skills[i].SlotsNO); } return(ms.ToArray()); } }
public byte IsPutOn; //是否穿戴 public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteInt(EnchantLevel); ms.WriteByte(BaseAttr1Type); ms.WriteInt(BaseAttr1Value); ms.WriteByte(BaseAttr2Type); ms.WriteInt(BaseAttr2Value); ms.WriteInt(HP); ms.WriteInt(MP); ms.WriteInt(Attack); ms.WriteInt(Defense); ms.WriteInt(Hit); ms.WriteInt(Dodge); ms.WriteInt(Cri); ms.WriteInt(Res); ms.WriteByte(IsPutOn); return(ms.ToArray()); }
public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(RoleCount); for (int i = 0; i < RoleCount; i++) { ms.WriteInt(RoleList[i].RoleId); ms.WriteUTF8String(RoleList[i].RoleNickName); ms.WriteByte(RoleList[i].RoleJob); ms.WriteInt(RoleList[i].RoleLevel); } return(ms.ToArray()); } }
public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(BackpackItemCount); for (int i = 0; i < BackpackItemCount; i++) { ms.WriteInt(ItemList[i].BackpackItemId); ms.WriteByte(ItemList[i].GoodsType); ms.WriteInt(ItemList[i].GoodsId); ms.WriteInt(ItemList[i].GoodsServerId); ms.WriteInt(ItemList[i].GoodsOverlayCount); } return(ms.ToArray()); } }
public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteInt(RoleCount); for (int i = 0; i < RoleCount; i++) { ms.WriteInt(RoleList[i].RoleId); ms.WriteUTF8String(RoleList[i].RoleNickName); ms.WriteByte(RoleList[i].RoleJob); ms.WriteInt(RoleList[i].RoleLevel); } return(ms.ToArray()); }
public int GoodsServerId; //装备服务器端编号 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteBool(IsSuccess); if (IsSuccess) { ms.WriteByte(Type); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); } else { } ms.WriteInt(MsgCode); return(ms.ToArray()); } }
public int GoodsServerId; //装备服务器端编号 public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteBool(IsSuccess); if (IsSuccess) { ms.WriteByte(Type); ms.WriteInt(GoodsId); ms.WriteInt(GoodsServerId); } else { } ms.WriteInt(MsgCode); return ms.ToArray(); }
public int ErrorCode; //错误码 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteBool(IsSuccess); if (IsSuccess) { ms.WriteInt(RechargeProductId); ms.WriteByte(RechargeProductType); ms.WriteInt(Money); ms.WriteInt(RemainDay); } else { ms.WriteInt(ErrorCode); } return(ms.ToArray()); } }
public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(RoleCount); for (int i = 0; i < RoleCount; i++) { var item = RoleList[i]; ms.WriteInt(item.RoleId); ms.WriteUTF8String(item.RoleNickName); ms.WriteByte(item.RoleJob); ms.WriteInt(item.RoleLevel); } return(ms.ToArray()); }
public byte[] ToArray(bool isChild = false) { MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); ms.SetLength(0); } ms.WriteInt(AttackRoleId); ms.WriteInt(SkillId); ms.WriteInt(SkillLevel); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); ms.WriteInt(BeAttackCount); for (int i = 0; i < BeAttackCount; i++) { var item = ItemList[i]; ms.WriteInt(item.BeAttackRoleId); ms.WriteInt(item.ReduceHp); ms.WriteByte(item.IsCri); } byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(AttackRoleId); ms.WriteInt(SkillId); ms.WriteInt(SkillLevel); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); ms.WriteInt(BeAttackCount); for (int i = 0; i < BeAttackCount; i++) { ms.WriteInt(ItemList[i].BeAttackRoleId); ms.WriteInt(ItemList[i].ReduceHp); ms.WriteByte(ItemList[i].IsCri); } return(ms.ToArray()); } }
public int ErrorCode; //错误码 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteBool(IsSuccess); if (IsSuccess) { ms.WriteInt(RechargeProductId); ms.WriteByte(RechargeProductType); ms.WriteInt(Money); ms.WriteInt(RemainDay); } else { ms.WriteInt(ErrorCode); } return(ms.ToArray()); }
public string LastInWorldMapPos; //最后进入的世界地图坐标 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteBool(IsSucess); if (IsSucess) { ms.WriteInt(RoldId); ms.WriteUTF8String(RoleNickName); ms.WriteByte(JobId); ms.WriteInt(Level); ms.WriteInt(Money); ms.WriteInt(Gold); ms.WriteInt(Exp); ms.WriteInt(MaxHP); ms.WriteInt(MaxMP); ms.WriteInt(CurrHP); ms.WriteInt(CurrMP); ms.WriteInt(Attack); ms.WriteInt(Defense); ms.WriteInt(Hit); ms.WriteInt(Dodge); ms.WriteInt(Cri); ms.WriteInt(Res); ms.WriteInt(Fighting); ms.WriteInt(LastInWorldMapId); ms.WriteUTF8String(LastInWorldMapPos); } else { ms.WriteShort(MessageId); } return(ms.ToArray()); } }
/// <summary> /// 生成依赖关系文件 /// </summary> private void OnCreateDependenciesFile() { //第一次循环 把所有的Asset存储到一个列表里 //临时列表 List <AssetEntity> tempLst = new List <AssetEntity>(); //循环设置文件夹包括子文件里边的项 for (int i = 0; i < m_List.Count; i++) { AssetBundleEntity entity = m_List[i];//取到一个节点 string[] folderArr = new string[entity.PathList.Count]; for (int j = 0; j < entity.PathList.Count; j++) { string path = Application.dataPath + "/" + entity.PathList[j]; //Debug.LogError("path=" + path); CollectFileInfo(tempLst, path); } } // int len = tempLst.Count; //资源列表 List <AssetEntity> assetList = new List <AssetEntity>(); for (int i = 0; i < len; i++) { AssetEntity entity = tempLst[i]; AssetEntity newEntity = new AssetEntity(); newEntity.Category = entity.Category; newEntity.AssetName = entity.AssetFullName.Substring(entity.AssetFullName.LastIndexOf("/") + 1); newEntity.AssetName = newEntity.AssetName.Substring(0, newEntity.AssetName.LastIndexOf(".")); newEntity.AssetFullName = entity.AssetFullName; newEntity.AssetBundleName = entity.AssetBundleName; assetList.Add(newEntity); //场景不需要检查依赖项 if (entity.Category == AssetCategory.Scenes) { continue; } newEntity.DependsAssetList = new List <AssetDependsEntity>(); string[] arr = AssetDatabase.GetDependencies(entity.AssetFullName); foreach (string str in arr) { if (!str.Equals(newEntity.AssetFullName, StringComparison.CurrentCultureIgnoreCase) && GetIsAsset(tempLst, str)) { AssetDependsEntity assetDepends = new AssetDependsEntity(); assetDepends.Category = GetAssetCategory(str); assetDepends.AssetFullName = str; //把依赖资源 加入到依赖资源列表 newEntity.DependsAssetList.Add(assetDepends); } } } //生成一个Json文件 string targetPath = Application.dataPath + "/../AssetBundles/" + dal.GetVersion() + "/" + arrBuildTarget[buildTargetIndex]; if (!Directory.Exists(targetPath)) { Directory.CreateDirectory(targetPath); } string strJsonFilePath = targetPath + "/AssetInfo.json"; //版本文件路径 IOUtil.CreateTextFile(strJsonFilePath, LitJson.JsonMapper.ToJson(assetList)); Debug.Log("生成 AssetInfo.json 完毕"); MMO_MemoryStream ms = new MMO_MemoryStream(); //生成二进制文件 len = assetList.Count; ms.WriteInt(len); for (int i = 0; i < len; i++) { AssetEntity entity = assetList[i]; ms.WriteByte((byte)entity.Category); ms.WriteUTF8String(entity.AssetFullName); ms.WriteUTF8String(entity.AssetBundleName); if (entity.DependsAssetList != null) { //添加依赖资源 int depLen = entity.DependsAssetList.Count; ms.WriteInt(depLen); for (int j = 0; j < depLen; j++) { AssetDependsEntity assetDepends = entity.DependsAssetList[j]; ms.WriteByte((byte)assetDepends.Category); ms.WriteUTF8String(assetDepends.AssetFullName); } } else { ms.WriteInt(0); } } string filePath = targetPath + "/AssetInfo.bytes"; //版本文件路径 byte[] buffer = ms.ToArray(); buffer = ZlibHelper.CompressBytes(buffer); FileStream fs = new FileStream(filePath, FileMode.Create); fs.Write(buffer, 0, buffer.Length); fs.Close(); fs.Dispose(); Debug.Log("生成 AssetInfo.bytes 完毕"); }