public float yAngle; //y轴旋转 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.WriteFloat(x); ms.WriteFloat(y); ms.WriteFloat(z); ms.WriteFloat(yAngle); byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
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 = ItemList[i]; ms.WriteInt(item.RoleId); ms.WriteUTF8String(item.RoleNickName); ms.WriteInt(item.RoleLevel); ms.WriteInt(item.RoleMaxHP); ms.WriteInt(item.RoleCurrHP); ms.WriteInt(item.RoleMaxMP); ms.WriteInt(item.RoleCurrMP); ms.WriteInt(item.RoleJobId); ms.WriteFloat(item.RolePosX); ms.WriteFloat(item.RolePosY); ms.WriteFloat(item.RolePosZ); ms.WriteFloat(item.RoleYAngle); } return(ms.ToArray()); }
public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { 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++) { var item = ItemList[i]; ms.WriteInt(item.BeAttackRoleId); ms.WriteInt(item.ReduceHp); ms.WriteByte(item.IsCri); } return(ms.ToArray()); }
public int NeedTime; //客户端移动所需时间 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(RoleId); ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
public float yAngle; //y轴旋转 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteFloat(x); ms.WriteFloat(y); ms.WriteFloat(z); ms.WriteFloat(yAngle); return(ms.ToArray()); } }
public int NeedTime; //客户端移动所需时间(毫秒) public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); return(ms.ToArray()); } }
public float RoleYAngle; //角色Y轴旋转 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(TargetWorldMapSceneId); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); return(ms.ToArray()); } }
public float yAngle; //y轴旋转 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteFloat(x); ms.WriteFloat(y); ms.WriteFloat(z); ms.WriteFloat(yAngle); return(ms.ToArray()); }
public float RoleYAngle; //角色Y轴旋转 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(TargetWorldMapSceneId); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); return(ms.ToArray()); }
public int NeedTime; //客户端移动所需时间(毫秒) public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteFloat(TargetPosX); ms.WriteFloat(TargetPosY); ms.WriteFloat(TargetPosZ); ms.WriteLong(ServerTime); ms.WriteInt(NeedTime); return(ms.ToArray()); }
public long ServerTime; //服务器时间(毫秒) public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteFloat(LocalTime); ms.WriteLong(ServerTime); return(ms.ToArray()); } }
public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); 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); } return(ms.ToArray()); } }
public float RoleYAngle; //角色Y轴旋转 public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoCode); ms.WriteInt(RoleId); ms.WriteUTF8String(RoleNickName); ms.WriteInt(RoleLevel); ms.WriteInt(RoleJobId); ms.WriteInt(RoleCurrMP); ms.WriteInt(RoleMaxMP); ms.WriteInt(RoleCurrHP); ms.WriteInt(RoleMaxHP); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); return(ms.ToArray()); } }
public float LocalTime; //本地时间(毫秒) public byte[] ToArray() { MMO_MemoryStream ms = GameEntry.Socket.SocketSendMS; ms.SetLength(0); ms.WriteUShort(ProtoCode); ms.WriteFloat(LocalTime); 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(RoleCount); for (int i = 0; i < RoleCount; i++) { var item = ItemList[i]; ms.WriteInt(item.RoleId); ms.WriteUTF8String(item.RoleNickName); ms.WriteInt(item.RoleLevel); ms.WriteInt(item.RoleMaxHP); ms.WriteInt(item.RoleCurrHP); ms.WriteInt(item.RoleMaxMP); ms.WriteInt(item.RoleCurrMP); ms.WriteInt(item.RoleJobId); ms.WriteFloat(item.RolePosX); ms.WriteFloat(item.RolePosY); ms.WriteFloat(item.RolePosZ); ms.WriteFloat(item.RoleYAngle); } byte[] retBuffer = ms.ToArray(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(retBuffer); }
/// <summary> /// 将结构体转换成字节数组 /// </summary> /// <returns></returns> public byte[] ToArray() { using (MMO_MemoryStream ms = new MMO_MemoryStream()) { ms.WriteUShort(ProtoID);//协议类型 ms.WriteInt(Id); ms.WriteUTF8String(Name); ms.WriteInt(Type); ms.WriteFloat(Price); 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 float RoleYAngle; //角色Y轴旋转 public byte[] ToArray(MMO_MemoryStream ms, bool isChild = false) { ms.SetLength(0); if (!isChild) { ms.WriteUShort(ProtoCode); } ms.WriteInt(RoleId); ms.WriteUTF8String(RoleNickName); ms.WriteInt(RoleLevel); ms.WriteInt(RoleJobId); ms.WriteInt(RoleCurrMP); ms.WriteInt(RoleMaxMP); ms.WriteInt(RoleCurrHP); ms.WriteInt(RoleMaxHP); ms.WriteFloat(RolePosX); ms.WriteFloat(RolePosY); ms.WriteFloat(RolePosZ); ms.WriteFloat(RoleYAngle); 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(ItemList[i].RoleId); ms.WriteUTF8String(ItemList[i].RoleNickName); ms.WriteInt(ItemList[i].RoleLevel); ms.WriteInt(ItemList[i].RoleMaxHP); ms.WriteInt(ItemList[i].RoleCurrHP); ms.WriteInt(ItemList[i].RoleMaxMP); ms.WriteInt(ItemList[i].RoleCurrMP); ms.WriteInt(ItemList[i].RoleJobId); ms.WriteFloat(ItemList[i].RolePosX); ms.WriteFloat(ItemList[i].RolePosY); ms.WriteFloat(ItemList[i].RolePosZ); ms.WriteFloat(ItemList[i].RoleYAngle); } return(ms.ToArray()); } }