/// <summary> /// 发送扔物品消息 /// </summary> public static void SendDropItem(int GroundItemID, Transform trans) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("DropItem"); protocol.SpliceInt(GroundItemID); protocol.SpliceFloat(trans.position.x); protocol.SpliceFloat(trans.position.y); protocol.SpliceFloat(trans.position.z); Send(protocol); }
/// <summary> /// 发送击中玩家消息 /// </summary> /// <param name="Name">玩家名</param> /// <param name="Damage">伤害值</param> public static void SendPlayerHitSomeone(string Name, float Damage) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerHitSomeone"); protocol.SpliceString(Name); protocol.SpliceFloat(Damage); ServerConnection.Send(protocol); }
/// <summary> /// 发送 玩家有害状态 /// </summary> public static void SendPlayerGetBuff(string playerName, BuffType buffType, float buffTime) { BytesProtocol p = new BytesProtocol(); p.SpliceString("PlayerGetBuff"); p.SpliceString(playerName); p.SpliceInt((int)buffType); p.SpliceFloat(buffTime); Send(p); }
/// <summary> /// 获取自己的数据,作为协议 /// </summary> public BytesProtocol GetPlayerInfo() { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("UpdatePlayerInfo"); protocol.SpliceFloat(hp); protocol.SpliceFloat(transform.position.x); protocol.SpliceFloat(transform.position.y); protocol.SpliceFloat(transform.position.z); protocol.SpliceFloat(transform.rotation.x); protocol.SpliceFloat(transform.rotation.y); protocol.SpliceFloat(transform.rotation.z); if (BagManager.Instance.Head == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Head.ItemID); } if (BagManager.Instance.Body == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Body.ItemID); } if (BagManager.Instance.Weapon1 == null && BagManager.Instance.Weapon2 == null) { protocol.SpliceInt(0); } else { protocol.SpliceInt(BagManager.Instance.Body.ItemID); } // protocol.SpliceInt(WeaponID); // protocol.SpliceString(CurrentAction); //playerFSM.characterStatus.HP; status = BagManager.Instance.characterStatus; return(protocol); }
/// <summary> /// 发送社保魔法 /// </summary> public static void SendPlayerMagic(string MagicName, Vector3 pos, Quaternion rot) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("PlayerMagic"); protocol.SpliceString(MagicName); protocol.SpliceFloat(pos.x); protocol.SpliceFloat(pos.y); protocol.SpliceFloat(pos.z); protocol.SpliceFloat(rot.eulerAngles.x); protocol.SpliceFloat(rot.eulerAngles.y); protocol.SpliceFloat(rot.eulerAngles.z); Send(protocol); }
/// <summary> /// 发送角色同步信息 /// </summary> public static void SendUpdatePlayerInfo(Vector3 pos, Vector3 rot, string CurrentAction) { BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("UpdatePlayerInfo"); protocol.SpliceFloat(pos.x); protocol.SpliceFloat(pos.y); protocol.SpliceFloat(pos.z); protocol.SpliceFloat(rot.x); protocol.SpliceFloat(rot.y); protocol.SpliceFloat(rot.z); protocol.SpliceString(CurrentAction); Send(protocol); }