public override void BuildPacket() { this.PushIntoStack(userPlotCombat.IsWin.ToShort()); this.PushIntoStack(userPlotCombat.Experience); this.PushIntoStack(prizeItems.Count); foreach (PrizeItemInfo prizeItem in prizeItems) { ItemBaseInfo item = new ShareCacheStruct<ItemBaseInfo>().FindKey(prizeItem.ItemID); DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(item.ItemName.ToNotNullString()); dsItem.PushIntoStack(item.HeadID.ToNotNullString()); dsItem.PushIntoStack(item.QualityType.ToShort()); dsItem.PushIntoStack(prizeItem.Num); PushIntoStack(dsItem); } //攻方阵形 PushIntoStack(combatProcessList.AttackList.Count); foreach (CombatEmbattle combatEmbattle in combatProcessList.AttackList) { int isAttWait = combatEmbattle.IsWait ? 1 : 0; var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID); DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatEmbattle.GeneralID); dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString()); //dsItem.PushIntoStack(combatEmbattle.HeadID.ToNotNullString()); dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString()); dsItem.PushIntoStack(combatEmbattle.Position.ToShort()); dsItem.PushIntoStack(combatEmbattle.LiveNum); dsItem.PushIntoStack(combatEmbattle.LiveMaxNum); dsItem.PushIntoStack(combatEmbattle.MomentumNum); dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum); dsItem.PushIntoStack(combatEmbattle.AbilityID); dsItem.PushIntoStack(combatEmbattle.GeneralLv); dsItem.PushIntoStack((short)isAttWait); // 增加佣兵品质 dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort()); PushIntoStack(dsItem); } //防方阵形 PushIntoStack(combatProcessList.DefenseList.Count); foreach (CombatEmbattle combatEmbattle in combatProcessList.DefenseList) { int isDefWait = combatEmbattle.IsWait ? 1 : 0; DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatEmbattle.GeneralID); dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString()); dsItem.PushIntoStack(combatEmbattle.HeadID.ToNotNullString()); dsItem.PushIntoStack(combatEmbattle.Position.ToShort()); dsItem.PushIntoStack(combatEmbattle.LiveNum); dsItem.PushIntoStack(combatEmbattle.LiveMaxNum); dsItem.PushIntoStack(combatEmbattle.MomentumNum); dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum); dsItem.PushIntoStack(combatEmbattle.AbilityID); dsItem.PushIntoStack(combatEmbattle.GeneralLv); dsItem.PushIntoStack((short)isDefWait); // 增加佣兵品质 var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID); dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort()); PushIntoStack(dsItem); } //战斗过程 PushIntoStack(combatProcessList.ProcessList.Count); foreach (CombatProcess combatProcess in combatProcessList.ProcessList) { DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatProcess.GeneralID); dsItem.PushIntoStack(combatProcess.LiveNum); dsItem.PushIntoStack(combatProcess.Momentum); dsItem.PushIntoStack(combatProcess.AttackTaget.ToShort()); dsItem.PushIntoStack(combatProcess.AttackUnit.ToShort()); dsItem.PushIntoStack(combatProcess.AbilityProperty.ToShort()); dsItem.PushIntoStack(combatProcess.AttStatus.ToShort()); dsItem.PushIntoStack(combatProcess.DamageNum); dsItem.PushIntoStack(combatProcess.AttEffectID.ToNotNullString()); dsItem.PushIntoStack(combatProcess.TargetEffectID.ToNotNullString()); dsItem.PushIntoStack(combatProcess.IsMove.ToShort()); dsItem.PushIntoStack(combatProcess.Position.ToShort()); dsItem.PushIntoStack(combatProcess.Role.ToShort()); dsItem.PushIntoStack(combatProcess.DamageStatusList.Count); foreach (AbilityEffectStatus effectStatus in combatProcess.DamageStatusList) { DataStruct dsItem1 = new DataStruct(); dsItem1.PushIntoStack(effectStatus.AbilityType.ToShort()); dsItem1.PushIntoStack(effectStatus.DamageNum); dsItem1.PushIntoStack(effectStatus.IsIncrease ? 1 : 0); dsItem.PushIntoStack(dsItem1); } dsItem.PushIntoStack(combatProcess.TargetList.Count); foreach (TargetProcess targetProcess in combatProcess.TargetList) { DataStruct dsItem1 = new DataStruct(); dsItem1.PushIntoStack(targetProcess.GeneralID); dsItem1.PushIntoStack(targetProcess.LiveNum); dsItem1.PushIntoStack(targetProcess.Momentum); dsItem1.PushIntoStack(targetProcess.DamageNum); dsItem1.PushIntoStack(targetProcess.IsShanBi.ToShort()); dsItem1.PushIntoStack(targetProcess.IsGeDang.ToShort()); dsItem1.PushIntoStack(targetProcess.IsBack.ToShort()); dsItem1.PushIntoStack(targetProcess.IsMove.ToShort()); dsItem1.PushIntoStack(targetProcess.BackDamageNum); dsItem1.PushIntoStack(targetProcess.TargetStatus.ToShort()); dsItem1.PushIntoStack(targetProcess.Position.ToShort()); dsItem1.PushIntoStack(targetProcess.Role.ToShort()); //目标中招效果 dsItem1.PushIntoStack(targetProcess.DamageStatusList.Count); foreach (AbilityEffectStatus effectStatus in targetProcess.DamageStatusList) { DataStruct dsItem12 = new DataStruct(); dsItem12.PushIntoStack(effectStatus.AbilityType.ToShort()); dsItem12.PushIntoStack(effectStatus.IsIncrease ? 1 : 0); dsItem1.PushIntoStack(dsItem12); } dsItem1.PushIntoStack(targetProcess.IsBaoji.ToShort()); dsItem1.PushIntoStack(targetProcess.TrumpStatusList.Count); foreach (var item in targetProcess.TrumpStatusList) { DataStruct dsItem13 = new DataStruct(); dsItem13.PushIntoStack((short)item.AbilityID); dsItem13.PushIntoStack(item.Num); dsItem1.PushIntoStack(dsItem13); } dsItem.PushIntoStack(dsItem1); } dsItem.PushIntoStack(combatProcess.TrumpStatusList.Count); foreach (var item in combatProcess.TrumpStatusList) { DataStruct dsItem14 = new DataStruct(); dsItem14.PushIntoStack((short)item.AbilityID); dsItem14.PushIntoStack(item.Num); dsItem.PushIntoStack(dsItem14); } dsItem.PushIntoStack(combatProcess.FntHeadID.ToNotNullString()); dsItem.PushIntoStack(combatProcess.AbilityID); PushIntoStack(dsItem); } PushIntoStack(userPlotCombat.BlessExperience); PushIntoStack(GotoNum); PushIntoStack(selfAbilityEffectList.Count); foreach (var selfAbilityEffect in selfAbilityEffectList) { DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(selfAbilityEffect.GeneralID); dsItem.PushIntoStack(selfAbilityEffect.EffectID1.ToNotNullString()); dsItem.PushIntoStack(selfAbilityEffect.FntHeadID.ToNotNullString()); dsItem.PushIntoStack(selfAbilityEffect.IsIncrease ? 1.ToShort() : 0.ToShort()); dsItem.PushIntoStack(selfAbilityEffect.Position); dsItem.PushIntoStack(selfAbilityEffect.Role.ToInt()); PushIntoStack(dsItem); } PushIntoStack(_userTalPriority); PushIntoStack(_npcTalPriority); }
public override void BuildPacket() { this.PushIntoStack(_uSportsCombat == null ? LanguageManager.GetLang().shortInt : _uSportsCombat.IsWin.ToShort()); this.PushIntoStack(_uSportsCombat == null ? 0 : _uSportsCombat.RewardGoin); this.PushIntoStack(_uSportsCombat == null ? 0 : _uSportsCombat.RewardObtian); //攻方阵形 this.PushIntoStack(_combatProcessList.AttackList.Count); foreach (CombatEmbattle combatEmbattle in _combatProcessList.AttackList) { var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID); DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatEmbattle.GeneralID); dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString()); //dsItem.PushIntoStack(combatEmbattle.BattleHead.ToNotNullString()); dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString()); dsItem.PushIntoStack(combatEmbattle.Position.ToShort()); dsItem.PushIntoStack(combatEmbattle.LiveNum); dsItem.PushIntoStack(combatEmbattle.LiveMaxNum); dsItem.PushIntoStack(combatEmbattle.MomentumNum); dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum); dsItem.PushIntoStack(combatEmbattle.AbilityID); dsItem.PushIntoStack(combatEmbattle.GeneralLv); dsItem.PushIntoStack(combatEmbattle.IsWait ? (short)1 : (short)0); // 增加佣兵品质 dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort()); this.PushIntoStack(dsItem); } //防方阵形 this.PushIntoStack(_combatProcessList.DefenseList.Count); foreach (CombatEmbattle combatEmbattle in _combatProcessList.DefenseList) { var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID); DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatEmbattle.GeneralID); dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString()); dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString()); //dsItem.PushIntoStack(combatEmbattle.BattleHead.ToNotNullString()); dsItem.PushIntoStack(combatEmbattle.Position.ToShort()); dsItem.PushIntoStack(combatEmbattle.LiveNum); dsItem.PushIntoStack(combatEmbattle.LiveMaxNum); dsItem.PushIntoStack(combatEmbattle.MomentumNum); dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum); dsItem.PushIntoStack(combatEmbattle.AbilityID); dsItem.PushIntoStack(combatEmbattle.GeneralLv); dsItem.PushIntoStack(combatEmbattle.IsWait ? (short)1 : (short)0); // 增加佣兵品质 dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort()); this.PushIntoStack(dsItem); } //战斗过程 this.PushIntoStack(_combatProcessList.ProcessList.Count); foreach (CombatProcess combatProcess in _combatProcessList.ProcessList) { DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(combatProcess.GeneralID); dsItem.PushIntoStack(combatProcess.LiveNum); dsItem.PushIntoStack(combatProcess.Momentum); dsItem.PushIntoStack(combatProcess.AttackTaget.ToShort()); dsItem.PushIntoStack(combatProcess.AttackUnit.ToShort()); dsItem.PushIntoStack(combatProcess.AbilityProperty.ToShort()); dsItem.PushIntoStack(combatProcess.AttStatus.ToShort()); dsItem.PushIntoStack(combatProcess.DamageNum); dsItem.PushIntoStack(combatProcess.AttEffectID.ToNotNullString()); dsItem.PushIntoStack(combatProcess.TargetEffectID.ToNotNullString()); dsItem.PushIntoStack(combatProcess.IsMove.ToShort()); dsItem.PushIntoStack(combatProcess.Position.ToShort()); dsItem.PushIntoStack(combatProcess.Role.ToShort()); dsItem.PushIntoStack(combatProcess.DamageStatusList.Count); foreach (AbilityEffectStatus effectStatus in combatProcess.DamageStatusList) { DataStruct dsItem2 = new DataStruct(); dsItem2.PushIntoStack(effectStatus.AbilityType.ToShort()); dsItem2.PushIntoStack(effectStatus.DamageNum); dsItem2.PushIntoStack(effectStatus.IsIncrease ? 1 : 0); dsItem.PushIntoStack(dsItem2); } dsItem.PushIntoStack(combatProcess.TargetList.Count); foreach (TargetProcess targetProcess in combatProcess.TargetList) { DataStruct dsItem1 = new DataStruct(); dsItem1.PushIntoStack(targetProcess.GeneralID); dsItem1.PushIntoStack(targetProcess.LiveNum); dsItem1.PushIntoStack(targetProcess.Momentum); dsItem1.PushIntoStack(targetProcess.DamageNum); dsItem1.PushIntoStack(targetProcess.IsShanBi.ToShort()); dsItem1.PushIntoStack(targetProcess.IsGeDang.ToShort()); dsItem1.PushIntoStack(targetProcess.IsBack.ToShort()); dsItem1.PushIntoStack(targetProcess.IsMove.ToShort()); dsItem1.PushIntoStack(targetProcess.BackDamageNum); dsItem1.PushIntoStack(targetProcess.TargetStatus.ToShort()); dsItem1.PushIntoStack(targetProcess.Position.ToShort()); dsItem1.PushIntoStack(targetProcess.Role.ToShort()); //目标中招效果 dsItem1.PushIntoStack(targetProcess.DamageStatusList.Count); foreach (AbilityEffectStatus effectStatus in targetProcess.DamageStatusList) { DataStruct dsItem12 = new DataStruct(); dsItem12.PushIntoStack(effectStatus.AbilityType.ToShort()); dsItem12.PushIntoStack(effectStatus.IsIncrease ? 1 : 0); dsItem1.PushIntoStack(dsItem12); } dsItem1.PushIntoStack(targetProcess.IsBaoji.ToShort()); dsItem1.PushIntoStack(targetProcess.TrumpStatusList.Count); foreach (var item in targetProcess.TrumpStatusList) { DataStruct dsItem13 = new DataStruct(); dsItem13.PushIntoStack((short)item.AbilityID); dsItem13.PushIntoStack(item.Num); dsItem1.PushIntoStack(dsItem13); } dsItem.PushIntoStack(dsItem1); } dsItem.PushIntoStack(combatProcess.TrumpStatusList.Count); foreach (var item in combatProcess.TrumpStatusList) { DataStruct dsItem14 = new DataStruct(); dsItem14.PushIntoStack((short)item.AbilityID); dsItem14.PushIntoStack(item.Num); dsItem.PushIntoStack(dsItem14); } dsItem.PushIntoStack(combatProcess.FntHeadID.ToNotNullString()); this.PushIntoStack(dsItem); } PushIntoStack(_selfAbilityEffectList.Count); foreach (var selfAbilityEffect in _selfAbilityEffectList) { DataStruct dsItem = new DataStruct(); dsItem.PushIntoStack(selfAbilityEffect.GeneralID); dsItem.PushIntoStack(selfAbilityEffect.EffectID1.ToNotNullString()); dsItem.PushIntoStack(selfAbilityEffect.FntHeadID.ToNotNullString()); dsItem.PushIntoStack(selfAbilityEffect.IsIncrease ? 1.ToShort() : 0.ToShort()); dsItem.PushIntoStack(selfAbilityEffect.Position); dsItem.PushIntoStack(selfAbilityEffect.Role.ToInt()); PushIntoStack(dsItem); } PushIntoStack(_userTalPriority); PushIntoStack(_npcTalPriority); PushIntoStack(sportsPrizeStr); }
public override void BuildPacket() { PushIntoStack(_userMagicArray.Count); foreach (UserMagic userMagic in _userMagicArray) { MagicInfo magicInfo = new ConfigCacheSet<MagicInfo>().FindKey(userMagic.MagicID); short repostion = GeneralHelper.ReplacePostion(ContextUser.UserID, userMagic.MagicID); DataStruct ds = new DataStruct(); ds.PushIntoStack(userMagic.MagicID); ds.PushIntoStack(magicInfo == null ? string.Empty : magicInfo.MagicName.ToNotNullString()); ds.PushIntoStack((short)userMagic.MagicLv); ds.PushIntoStack(userMagic.IsEnabled == false ? 0 : 1); ds.PushIntoStack(magicInfo == null ? string.Empty : magicInfo.MagicDesc.ToNotNullString()); string gridPostion = string.Empty; string[] gridRanges = new string[0]; MagicLvInfo magicLv = new ConfigCacheSet<MagicLvInfo>().FindKey(userMagic.MagicID, userMagic.MagicLv); if (magicLv != null) { var userFunction = new GameDataCacheSet<UserFunction>().FindKey(ContextUser.UserID, FunctionEnum.ReplaceGeneral); gridPostion = magicLv.GridRange; if (magicLv.ReplacePostion > 0 && userFunction != null) { gridPostion = gridPostion.TrimEnd(',') + "," + magicLv.ReplacePostion; } } gridRanges = gridPostion.Split(','); ds.PushIntoStack(gridRanges.Length); foreach (string gridRang in gridRanges) { int isDisplace = repostion == gridRang.ToInt() ? 1 : 0; UserEmbattle userEmbattle = new GameDataCacheSet<UserEmbattle>().FindKey(ContextUser.UserID, userMagic.MagicID, gridRang.ToShort()); UserGeneral uGeneral = new GameDataCacheSet<UserGeneral>().FindKey(ContextUser.UserID, userEmbattle == null ? 0 : userEmbattle.GeneralID); DataStruct ds1 = new DataStruct(); ds1.PushIntoStack(uGeneral == null ? (short)0 : (short)1); ds1.PushIntoStack(gridRang.ToShort()); ds1.PushIntoStack(uGeneral == null ? 0 : uGeneral.GeneralID); ds1.PushIntoStack(uGeneral == null ? string.Empty : uGeneral.HeadID.ToNotNullString()); ds1.PushIntoStack((short)isDisplace); ds1.PushShortIntoStack(uGeneral == null ? (short)0 : MathUtils.ToShort(uGeneral.GeneralQuality)); ds.PushIntoStack(ds1); } PushIntoStack(ds); } // 获取佣兵品质 var generalInfoCacheSet = new ShareCacheStruct<GeneralInfo>(); PushIntoStack(_userGeneralArray.Count); foreach (UserGeneral general in _userGeneralArray) { GeneralInfo generalInfo = generalInfoCacheSet.FindKey(general.GeneralID); DataStruct ds = new DataStruct(); ds.PushIntoStack(general.GeneralID); ds.PushIntoStack(general.HeadID.ToNotNullString()); ds.PushShortIntoStack(generalInfo == null ? (short)0 : MathUtils.ToShort(generalInfo.GeneralQuality)); PushIntoStack(ds); } }