public int __decode(byte[] binData, ref int pos) { this.sceneType = Proto4z.BaseProtoObject.decodeUI16(binData, ref pos); this.mapID = Proto4z.BaseProtoObject.decodeUI32(binData, ref pos); this.involeds = new AvatarBaseInfoArray(); this.involeds.__decode(binData, ref pos); return(pos); }
public System.Collections.Generic.List <byte> __encode() { var data = new System.Collections.Generic.List <byte>(); data.AddRange(Proto4z.BaseProtoObject.encodeUI16(this.sceneType)); data.AddRange(Proto4z.BaseProtoObject.encodeUI32(this.mapID)); if (this.involeds == null) { this.involeds = new AvatarBaseInfoArray(); } data.AddRange(this.involeds.__encode()); return(data); }
public AllocateSceneReq(ushort sceneType, uint mapID, AvatarBaseInfoArray involeds) { this.sceneType = sceneType; this.mapID = mapID; this.involeds = involeds; }
public AvatarBaseInfoArray involeds; //匹配列表中的玩家 public AllocateSceneReq() { sceneType = 0; mapID = 0; involeds = new AvatarBaseInfoArray(); }