public override void OnMessage(USocket us, ByteBuf bb) { if (onMessage != null) { onMessage(); } int len = bb.ReadShort(); if (bb.ReadableBytes() != len) { Log.Error("数据长度不对!"); return; } MessageID msgId = (MessageID)bb.ReadShort(); byte[] data = bb.ReadBytes(len - 2); IMessage msgData = MessageMap.GetMessageData(msgId, data); if (msgData == null) { return; } //Messenger.BroadcastAsync<IMessage>(msgId.ToString(), msgData); Messenger.BroadcastAsync(msgId.ToString(), (object)msgData); }
private void FinishLoad() { Messenger.BroadcastAsync <string>(MSG_DEFINE.MSG_SCENE_LOAD_COMPLETE, CurrentSceneName); mIsLoading = false; InitSceneComplete(); //Framework.GameKernel.StartMonoCoroutine(InitSceneComplete()); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCEnterBattle data = packet as GCEnterBattle; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! Messenger.BroadcastAsync <int>(MessageId.GAME_ENTER_BATTLE, data.MonsterId); }
void OnClose() { netState = NetState.Closed; if (socket != null) { socket.Close(); } Messenger.BroadcastAsync(MessageId.NetworkDisconnect); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCMapApplyEffect data = packet as GCMapApplyEffect; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! //此处发送消息不允许使用Messenger.BroadcastSync同步通知 //throw new System.NotImplementedException(GetType().ToString()); Messenger.BroadcastAsync(MessageId.MAP_APPLY_EFFECT); }
private void setLoadingPercentage(int progress) { Messenger.BroadcastAsync<int>(MSG_DEFINE.MSG_LOADING_PROCESS_CHANGE, progress); if (progress >= 100) { progress = 100; Complete(); TimeCostLog.Instance.WriteLog(SceneMgr.Instance.SceneId, eTimeCost.ePreLoad, false); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCMapOpenBox data = packet as GCMapOpenBox; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! //此处发送消息不允许使用Messenger.BroadcastSync同步通知 if (data.Result == 0) { Messenger.BroadcastAsync(MessageId.MAP_ENTER_SHOP, data.BoxId); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCGetMapLayerData data = packet as GCGetMapLayerData; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! if (data.Result == 0) { //Messenger.BroadcastAsync<PBMapLayerData>(MessageId.MAP_GET_MAP_LAYER_DATA, data.LayerData); Messenger.BroadcastAsync <PBMapLayerData>(MessageId_Receive.GCGetMapLayerData, data.LayerData); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCUpdatePlayerData data = packet as GCUpdatePlayerData; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! //此处发送消息不允许使用Messenger.BroadcastSync同步通知UI Game.DataManager.UpdateAccount(data.AccountData); //目前没有皮肤了,暂时默认皮肤了 Game.DataManager.UpdatePlayer(data.PlayerData, data.PlayerDetailData); Messenger.BroadcastAsync(MessageId.GAME_UPDATE_PLAYER_INFO); }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCSignIn data = packet as GCSignIn; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! //此处发送消息不允许使用Messenger.BroadcastSync同步通知 Game.DataManager.InitAccount(data.AccountData); //目前没有皮肤了,暂时默认皮肤了 Game.DataManager.InitPlayer(data.PlayerData, data.PlayerDetailData); Messenger.BroadcastAsync(MessageId.UI_GAME_START); }
public void Update(PBMapPlayerData mapPlayerData) { CurPos = new MapCardPos(mapPlayerData.PlayerPosX, mapPlayerData.PlayerPosY); if (m_Data.Id == MapMgr.Instance.MyMapPlayer.Data.Id && m_Data.HP > mapPlayerData.PlayerData.Hp && mapPlayerData.PlayerData.Food == 0) { //食物没有了,扣血 Messenger.Broadcast(MessageId.MAP_PLAYER_NO_FOOD_DAMAGE); } m_InstanceId = mapPlayerData.InstanceId; m_Data.Update(mapPlayerData); if (m_Data.HP <= 0) { Messenger.BroadcastAsync <ulong>(MessageId.MAP_PLAYER_DEAD, m_Data.Id); } }
public override void Handle(object sender, IMessage packet) { base.Handle(sender, packet); GCMapPlayerMove data = packet as GCMapPlayerMove; //处理完数据和逻辑后,发送消息通知其他模块,绝对不可以直接操作UI等Unity主线程的东西! if (data.Result == 0) { Messenger.BroadcastAsync <GCMapPlayerMove>(MessageId.MAP_PLAYER_MOVE, data); } else { Debug.LogError("移动失败"); } }
public override void OnMessage(USocket us, ByteBuf bb) { if (onMessage != null) { onMessage(); } int len = bb.ReadShort(); if (bb.ReadableBytes() != len) { Log.Error("数据长度不对!"); return; } MessageID msgId = (MessageID)bb.ReadShort(); byte[] data = bb.ReadBytes(len - 2); IMessage msgData = null; switch (msgId) { case MessageID.ReqUserLogin: case MessageID.ReqUserRegister: Log.Error("收到请求消息非法!"); return; case MessageID.ResUserLogin: ResUserLoginMessage userLogin = ResUserLoginMessage.Parser.ParseFrom(data); msgData = userLogin; break; case MessageID.ResUserRegister: break; default: break; } if (msgData == null) { return; } Messenger.BroadcastAsync <IMessage>(msgId.ToString(), msgData); }
void OnClose() { netState = NetState.Closed; Messenger.BroadcastAsync(MessageID.NetworkDisconnect.ToString()); }
void OnOpen() { netState = NetState.Connected; Messenger.BroadcastAsync(MessageId.NetworkConnect, channelName); }
public override void Start() { Messenger.BroadcastAsync(MSG_DEFINE.MSG_SCENE_LOAD_PRE); StartCoroutine(); }
public void BroadcastAsync(uint eventType) { Messenger.BroadcastAsync(eventType); }
public void BroadcastAsync(uint eventType, Object para1) { Messenger.BroadcastAsync <Object>(eventType, para1); }
public void BroadcastAsync(uint eventType, System.Object para1, System.Object para2, System.Object para3) { Messenger.BroadcastAsync <Object, Object, Object>(eventType, para1, para2, para3); }
public void BroadcastAsync(string eventType, System.Object para1, System.Object para2) { Messenger.BroadcastAsync <Object, Object>(eventType, para1, para2); }
public void BroadcastAsync(string eventType) { Messenger.BroadcastAsync(eventType); }
void OnOpen() { netState = NetState.Connected; Messenger.BroadcastAsync(MessageID.NetworkConnect.ToString()); }
public void Connect(string ip, int port) { netState = NetState.Connected; Messenger.BroadcastAsync(MessageId.NetworkConnect, name); excuteThread.Start(); }