public int __decode(byte[] binData, ref int pos) { this.sceneType = Proto4z.BaseProtoObject.decodeUI16(binData, ref pos); this.mapID = Proto4z.BaseProtoObject.decodeUI64(binData, ref pos); this.groups = new SceneGroupInfoArray(); this.groups.__decode(binData, ref pos); return(pos); }
public System.Collections.Generic.List <byte> __encode() { var data = new System.Collections.Generic.List <byte>(); data.AddRange(Proto4z.BaseProtoObject.encodeUI16(this.sceneType)); data.AddRange(Proto4z.BaseProtoObject.encodeUI64(this.mapID)); if (this.groups == null) { this.groups = new SceneGroupInfoArray(); } data.AddRange(this.groups.__encode()); return(data); }
public SceneServerEnterSceneIns(ushort sceneType, ulong mapID, SceneGroupInfoArray groups) { this.sceneType = sceneType; this.mapID = mapID; this.groups = groups; }
public SceneGroupInfoArray groups; //多个编队 public SceneServerEnterSceneIns() { sceneType = 0; mapID = 0; groups = new SceneGroupInfoArray(); }