//TODO:初始化快捷键上面的技能数据,不包含等级等数据 public SkillFullInfo(int skId, int index) { var sinfo = ShortCutInfo.CreateBuilder(); sinfo.Index = index; sinfo.BaseId = skId; sinfo.Type = 0; shortInfo = sinfo.BuildPartial(); skillData = Util.GetSkillData(skId, 1); }
public IEnumerator SetSkillShortCut(int skId, int index) { var packet = new KBEngine.PacketHolder(); var b = CGModifyShortcutsInfo.CreateBuilder(); b.IdAdd = true; var shortInfo = ShortCutInfo.CreateBuilder(); shortInfo.Index = index; shortInfo.IndexId = index; shortInfo.BaseId = skId; shortInfo.Type = 0; b.SetShortCutInfo(shortInfo); yield return(StartCoroutine(KBEngine.Bundle.sendSimple(this, b, packet))); //var ret = packet.packet.protoBody as GCModifyShortcutsInfo; SetShortSkillData(skId, index); }
public static void GetShortCuts(KBEngine.Packet packet) { var au = GCLoadShortcutsInfo.CreateBuilder(); var pinfo = ServerData.Instance.playerInfo; if (pinfo.HasSkill) { var defaultSlot = GetShortCutsInfo(); int ind = 0; foreach (var sk in defaultSlot) { if (sk != 0) { var sh = ShortCutInfo.CreateBuilder(); sh.Index = ind; sh.BaseId = sk; au.AddShortCutInfo(sh); } ind++; } } ServerBundle.SendImmediate(au, packet.flowId); }
/// <summary> /// 默认前4种技能占用 1 2 3 4 的槽 /// 当有技能设置了槽 则使用该技能占用 特定槽 /// </summary> static void PushSkillShortcutsInfo() { var au = GCPushShortcutsInfo.CreateBuilder(); var pinfo = ServerData.Instance.playerInfo; if (pinfo.HasSkill) { var defaultSlot = GetShortCutsInfo(); var ind = 0; foreach (var sk in defaultSlot) { if (sk != 0) { var sh = ShortCutInfo.CreateBuilder(); sh.Index = ind; sh.BaseId = sk; au.AddShortCutInfo(sh); } ind++; } } ServerBundle.SendImmediatePush(au); }