//==========================处理网络数据开始============================================================= public override void PlayerInputHandle(PB_ClientInput input) { InputType iInputType = input.InputType; switch (iInputType) { case InputType.MoveStart: PlayerInputHandle_MoveStart(); break; case InputType.MoveAngle: PlayerInputHandle_MoveAngle(input.AngleX, input.AngleY); break; case InputType.MoveEnd: PlayerInputHandle_MoveEnd(); break; case InputType.KeyUp: PlayerInputHandle_KeyUp(input.Key, input.TargetID); break; case InputType.KeyDown: PlayerInputHandle_KeyDown(input.Key, input.TargetID); break; case InputType.KeyAngle: PlayerInputHandle_KeyAngle(input.Key, input.AngleX, input.AngleY); break; case InputType.ClickXy: PlayerInputHandle_ClickXY(input.PosX, input.PosY); break; } }
public void SendEndMove() { PB_C2SClientInput mClientInputs = new PB_C2SClientInput(); PB_ClientInput oneInput = new PB_ClientInput(); oneInput.InputType = InputType.MoveEnd; mClientInputs.Inputs.Add(oneInput); _UnityUdpSocket.Send(MsgID.C2SInputInfo, mClientInputs); //Debug.Log("SendEndMove====="); }
public void SendAngleSkill(int inputKey, int tAngle_X, int tAngle_Y) { PB_C2SClientInput mClientInputs = new PB_C2SClientInput(); PB_ClientInput oneInput = new PB_ClientInput(); oneInput.InputType = InputType.KeyAngle; oneInput.Key = inputKey; oneInput.AngleX = tAngle_X; oneInput.AngleY = tAngle_Y; mClientInputs.Inputs.Add(oneInput); _UnityUdpSocket.Send(MsgID.C2SInputInfo, mClientInputs); }
public void SendInputSkill(int inputKey, InputType inputType, int TargetID) { PB_C2SClientInput mClientInputs = new PB_C2SClientInput(); PB_ClientInput oneInput = new PB_ClientInput(); oneInput.InputType = inputType; oneInput.Key = inputKey; oneInput.TargetID = TargetID; mClientInputs.Inputs.Add(oneInput); _UnityUdpSocket.Send(MsgID.C2SInputInfo, mClientInputs); //Debug.Log("SendSkill_1====="); }
public void SendChangeAngle(int tAngle_X, int tAngle_Y) { mLsatChangeDirTime += Time.deltaTime; if (mLsatChangeDirTime > _ChangeDirIntervalTime) { PB_ClientInput oneInput = new PB_ClientInput(); oneInput.InputType = InputType.MoveAngle; oneInput.AngleX = tAngle_X; oneInput.AngleY = tAngle_Y; ChangeDirInputs.Inputs.Add(oneInput); _UnityUdpSocket.Send(MsgID.C2SInputInfo, ChangeDirInputs); //Debug.Log("SendChangeDir=======" + tAngle); ChangeDirInputs = new PB_C2SClientInput(); mLsatChangeDirTime = 0; } else { PB_ClientInput oneInput = new PB_ClientInput(); oneInput.InputType = InputType.MoveAngle; oneInput.AngleX = tAngle_X; oneInput.AngleY = tAngle_Y; ChangeDirInputs.Inputs.Add(oneInput); } }
public abstract void PlayerInputHandle(PB_ClientInput input);