public uint m_skillPrepareEffect; // 技能攻击准备特效 override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.setPos(offset); UtilTable.readString(bytes, ref m_name); bytes.readInt32(ref m_type); bytes.readInt32(ref m_career); bytes.readInt32(ref m_race); bytes.readInt32(ref m_quality); bytes.readInt32(ref m_magicConsume); bytes.readInt32(ref m_attack); bytes.readInt32(ref m_hp); bytes.readInt32(ref m_Durable); bytes.readInt32(ref m_chaoFeng); bytes.readInt32(ref m_chongFeng); bytes.readInt32(ref m_fengNu); bytes.readInt32(ref m_qianXing); bytes.readInt32(ref m_shengDun); bytes.readInt32(ref m_mpAdded); bytes.readInt32(ref m_guoZai); bytes.readInt32(ref m_faShu); bytes.readInt32(ref m_zhanHou); bytes.readUnsignedInt8(ref m_bNeedFaShuTarget); bytes.readInt32(ref m_bNeedZhanHouTarget); UtilTable.readString(bytes, ref m_cardDesc); UtilTable.readString(bytes, ref m_cardHeader); bytes.readUnsignedInt32(ref m_skillPrepareEffect); initDefaultValue(); }
public int m_effectId; // 特效 Id override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.position = offset; UtilTable.readString(bytes, ref m_name); UtilTable.readString(bytes, ref m_res); bytes.readInt32(ref m_effectId); initDefaultValue(); }
override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.setPos(offset); // 从偏移处继续读取真正的内容 UtilTable.readString(bytes, ref m_name); bytes.readInt32(ref m_maxNum); bytes.readInt32(ref m_type); bytes.readInt32(ref m_color); UtilTable.readString(bytes, ref m_objResName); }
public int m_bNeedMove; // 是否弹道特效, 0 不需要 1 需要 override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.setPos(offset); UtilTable.readString(bytes, ref m_name); UtilTable.readString(bytes, ref m_effect); bytes.readUnsignedInt32(ref m_skillAttackEffect); bytes.readInt32(ref m_bNeedMove); initDefaultValue(); }
public string m_aniPrefabName; // 动画预制资源 override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.position = offset; bytes.readInt32(ref m_frameRate); bytes.readInt32(ref m_frameCount); UtilTable.readString(bytes, ref m_aniResNameNoExt); m_invFrameRate = 1 / (float)m_frameRate; m_aniResName = string.Format("{0}.asset", m_aniResNameNoExt); m_aniPrefabName = string.Format("{0}prefab.prefab", m_aniResNameNoExt); }
override public void parseBodyByteArray(ByteArray bytes) { // 移动 pos 到内容开始处 bytes.position = m_bodyOffset; // 从偏移处继续读取真正的内容 // 读取内容 m_field2 = bytes.readUnsignedLong(); m_field3 = bytes.readFloat(); // 客户端读取字符串方法 m_field4 = UtilTable.readString(bytes); // 移动 pos 到之前读取的位置 bytes.position = m_headerOffset + 8; }
public string m_jobBtnRes; // 职业按钮资源 override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.position = offset; UtilTable.readString(bytes, ref m_jobName); UtilTable.readString(bytes, ref m_jobDesc); UtilTable.readString(bytes, ref m_frameImage); UtilTable.readString(bytes, ref m_yaoDaiImage); UtilTable.readString(bytes, ref m_jobRes); UtilTable.readString(bytes, ref m_cardSetRes); UtilTable.readString(bytes, ref m_skillName); UtilTable.readString(bytes, ref m_skillDesc); UtilTable.readString(bytes, ref m_skillRes); initDefaultValue(); }
public string m_raceName; // 种族名称 override public void parseBodyByteBuffer(ByteBuffer bytes, uint offset) { bytes.position = offset; UtilTable.readString(bytes, ref m_raceName); }