public ServerPacketId EnemyUnitDataRequest(byte[] data) { Console.WriteLine("적 유닛 데이터 요청"); PositionDataPacket enemyUnitDataRequestPacket = new PositionDataPacket(data); Position position = enemyUnitDataRequestPacket.GetData(); UnitData unitData = new UnitData(); int mapIndex = position.X * 1000 + position.Y; Place place = database.GetPlaceData(mapIndex); if (place.Type == (int)PlaceType.Castle) { UserData newUserData = database.GetAccountData(place.ID); unitData = new UnitData(newUserData.UnitKind, newUserData.Unit); } UnitDataPacket unitDataPacket = new UnitDataPacket(unitData); msg = CreatePacket(unitDataPacket, ServerPacketId.EnemyUnitData); Console.WriteLine(msg[2]); return(ServerPacketId.EnemyUnitData); }
void OnReceivedEnemyUnitData(byte[] msg) { UnitDataPacket unitDataPacket = new UnitDataPacket(msg); UnitData unitData = unitDataPacket.GetData(); battleManager.SetAwayUnit(unitData.unit); loadingManager.dataCheck[(int)ServerPacketId.EnemyUnitData - 17] = true; }
void OnReceivedUnitData(byte[] msg) { UnitDataPacket unitDataPacket = new UnitDataPacket(msg); UnitData unitData = unitDataPacket.GetData(); dataManager.SetUnitData(unitData); if (loadingManager.CurrentScene == GameManager.Scene.Loading) { loadingManager.dataCheck[(int)ServerPacketId.UnitData - 4] = true; } else if (loadingManager.CurrentScene == GameManager.Scene.Wait) { uiManager.SetUnitScrollView(); } }
public ServerPacketId UnitDataRequest(byte[] data) { string Id = LoginUser[tcpPacket.client]; Console.WriteLine("유저" + Id + "유닛 데이터 요청"); int unitKind = database.GetAccountData(Id).UnitKind; Unit[] unit = database.GetAccountData(Id).Unit; Console.WriteLine("유닛 종류 : " + unitKind); for (int i = 0; i < unitKind; i++) { Console.WriteLine("유닛 아이디" + unit[i].Id); Console.WriteLine("유닛 숫자" + unit[i].num); } UnitData unitData = new UnitData(unitKind, unit); UnitDataPacket unitDataPacket = new UnitDataPacket(unitData); msg = CreatePacket(unitDataPacket, ServerPacketId.UnitData); return(ServerPacketId.UnitData); }