protected GameScene(IntPtr handle) : base(handle) { fetch = new setup1(); data = new fetch_data(); move = new movements(); player1 = new Sprite.Entity(fetch.p1()); sprites = new Sprite[10, 10, 3]; Nextmove = false; //accelx = 0; //accely = 0; Height = Frame.Size.Height; Width = Frame.Size.Width; bg = SKSpriteNode.FromImageNamed("background/background"); player1.spriteNode = SKSpriteNode.FromImageNamed(player1.spritef); //p1 = SKSpriteNode.FromImageNamed("sprites/player/p1front"); }
public byte algorithm = 0; //用于多段关联 public void nas_decode1(byte[] s1ap, List <byte[]> kasme, int direction) //输入为s1ap数据流 { byte type = 0; byte procedure = 0; int key = 0; byte[] nas_pdu = new byte[1]; identity = ""; //UE的标识IMSI或TMSI cause_str = ""; //nas cause nas_name = " "; //nas 名称; ue_ip = ""; nasPdu1 nas1 = new nasPdu1(); setup1 setup2 = new setup1(); ErabModifyReq modify2 = new ErabModifyReq(); initial_ue initial_ue1 = new initial_ue(); nasDecrypt0 nasDecrypt2 = new nasDecrypt0(); type = s1ap[0]; procedure = s1ap[1]; key = (int)(procedure + type * 256); //从s1ap中获取nas-pdu if ((key == 7) || (key == 11) || (key == 12) || (key == 13) || (key == 16))//nas-pdu为1阶信元 { nas_pdu = nas1.nasShuzu(s1ap); //direction = nas1.direction; //方向由输入的参数给出 (黄刚)2017.6.7 } else if (key == 5)//E-rab setup request { nas_pdu = setup2.setup_list(s1ap); //direction = setup2.direction; } else if (key == 6) { nas_pdu = modify2.nasIE(s1ap); //direction = modify2.direction; } else if (key == 9) { nas_pdu = initial_ue1.initialUe(s1ap); //direction = initial_ue1.direction; } else//不含有nas-pdu { ; } //解析解码nas-pdu if (nas_pdu.Length > 1)//只有当有nas消息时才进行解析,因为定义nas_pdu时分配了1个空间 { nasDecrypt2.decrypt(nas_pdu, direction, kasme); identity = nasDecrypt2.identity; cause_str = nasDecrypt2.cause_str; nas_name = nasDecrypt2.str2 + " " + nasDecrypt2.str1; ue_ip = nasDecrypt2.ue_ip; } else //该s1ap消息不包含nas消息 { identity = "";//UE的标识IMSI或TMSI cause_str = ""; //nas cause nas_name = " "; //nas 名称; ue_ip = ""; } }