//--------------------------------------------------------------------- // 服务端广播玩家进入 public void s2allcPlayerEnter(CLogicTurret turret) { List <string> vec_param = new List <string>(); vec_param.Add(((byte)_eProtocolDesktop.s2allcPlayerEnter).ToString()); _tScenePlayer scene_player = turret.getScenePlayerInfo(); vec_param.Add(scene_player.et_player_rpcid.ToString()); vec_param.Add(scene_player.nickname); int player_gold = mScene.getListener().onLogicSceneGetPlayerGold(scene_player.et_player_rpcid); vec_param.Add(player_gold.ToString()); vec_param.Add(scene_player.rate.ToString()); vec_param.Add(turret.getTurretId().ToString()); vec_param.Add(turret.getBufferPower().ToString()); vec_param.Add(turret.getBufferFreeze().ToString()); vec_param.Add(turret.getBufferLongpress().ToString()); vec_param.Add(turret.getBufferRapid().ToString()); vec_param.Add(turret.getTurretAngle().ToString()); vec_param.Add(turret.getTurretRate().ToString()); vec_param.Add(turret.getTurretType().ToString()); vec_param.Add(turret.getLockFishObjId().ToString()); mQueProtocol.Enqueue(vec_param); }
//--------------------------------------------------------------------- void autoFire() { float turret_angle = mAutoFireTargetAngle; if (mIsLock && mAttentionFireFish != null) { turret_angle = getTurretAngle(mAttentionFireFish.Position); } _tBullet bullet; bullet.bullet_objid = ++mBulletObjId; bullet.turret_angle = turret_angle; bullet.turret_rate = mTurret.getTurretRate(); bullet.locked_fish_objid = mTurret.getLockFishObjId(); Queue <_tBullet> bullet_queue = new Queue <_tBullet>(); bullet_queue.Enqueue(bullet); mTurret.c2sAutoFire(bullet_queue); }