public static WorldMap_OtherRoleUseSkillProto GetProto(byte[] buffer) { WorldMap_OtherRoleUseSkillProto proto = new WorldMap_OtherRoleUseSkillProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.AttackRoleId = ms.ReadInt(); proto.SkillId = ms.ReadInt(); proto.SkillLevel = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); proto.BeAttackCount = ms.ReadInt(); proto.ItemList = new List <BeAttackItem>(); for (int i = 0; i < proto.BeAttackCount; i++) { BeAttackItem _Item = new BeAttackItem(); _Item.BeAttackRoleId = ms.ReadInt(); _Item.ReduceHp = ms.ReadInt(); _Item.IsCri = (byte)ms.ReadByte(); proto.ItemList.Add(_Item); } } return(proto); }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { GameLevelGradeEntity entity = new GameLevelGradeEntity(); entity.Id = ms.ReadInt(); entity.GameLevelId = ms.ReadInt(); entity.Grade = ms.ReadInt(); entity.Desc = ms.ReadUTF8String(); entity.Type = ms.ReadInt(); entity.Parameter = ms.ReadUTF8String(); entity.ConditionDesc = ms.ReadUTF8String(); entity.Exp = ms.ReadInt(); entity.Gold = ms.ReadInt(); entity.CommendFighting = ms.ReadInt(); entity.TimeLimit = ms.ReadFloat(); entity.Star1 = ms.ReadFloat(); entity.Star2 = ms.ReadFloat(); entity.Equip = ms.ReadUTF8String(); entity.Item = ms.ReadUTF8String(); entity.Material = ms.ReadUTF8String(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
public static WorldMap_PosProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_PosProto proto = new WorldMap_PosProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.x = ms.ReadFloat(); proto.y = ms.ReadFloat(); proto.z = ms.ReadFloat(); proto.yAngle = ms.ReadFloat(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { SkillEntity entity = new SkillEntity(); entity.Id = ms.ReadInt(); entity.SkillName = ms.ReadUTF8String(); entity.SkillDesc = ms.ReadUTF8String(); entity.SkillPic = ms.ReadUTF8String(); entity.LevelLimit = ms.ReadInt(); entity.IsPhyAttack = ms.ReadInt(); entity.AttackTargetCount = ms.ReadInt(); entity.AttackRange = ms.ReadFloat(); entity.AreaAttackRadius = ms.ReadFloat(); entity.ShowHurtEffectDelaySecond = ms.ReadFloat(); entity.RedScreen = ms.ReadInt(); entity.AttackState = ms.ReadInt(); entity.AbnormalState = ms.ReadInt(); entity.BuffInfoID = ms.ReadInt(); entity.BuffTargetFilter = ms.ReadInt(); entity.BuffIsPercentage = ms.ReadInt(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { SkillLevelEntity entity = new SkillLevelEntity(); entity.Id = ms.ReadInt(); entity.SkillId = ms.ReadInt(); entity.Level = ms.ReadInt(); entity.HurtValueRate = ms.ReadInt(); entity.SpendMP = ms.ReadInt(); entity.StateTime = ms.ReadFloat(); entity.AbnormalRatio = ms.ReadFloat(); entity.AStateTimes = ms.ReadInt(); entity.AStatexiaohao = ms.ReadInt(); entity.SkillCDTime = ms.ReadFloat(); entity.BuffChance = ms.ReadFloat(); entity.BuffDuration = ms.ReadFloat(); entity.BuffValue = ms.ReadInt(); entity.NeedCharacterLevel = ms.ReadInt(); entity.SpendGold = ms.ReadInt(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
public static WorldMap_InitRoleProto GetProto(byte[] buffer) { WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.RoleCount = ms.ReadInt(); proto.ItemList = new List <RoleItem>(); for (int i = 0; i < proto.RoleCount; i++) { RoleItem _Item = new RoleItem(); _Item.RoleId = ms.ReadInt(); _Item.RoleNickName = ms.ReadUTF8String(); _Item.RoleLevel = ms.ReadInt(); _Item.RoleMaxHP = ms.ReadInt(); _Item.RoleCurrHP = ms.ReadInt(); _Item.RoleMaxMP = ms.ReadInt(); _Item.RoleCurrMP = ms.ReadInt(); _Item.RoleJobId = ms.ReadInt(); _Item.RolePosX = ms.ReadFloat(); _Item.RolePosY = ms.ReadFloat(); _Item.RolePosZ = ms.ReadFloat(); _Item.RoleYAngle = ms.ReadFloat(); proto.ItemList.Add(_Item); } } return(proto); }
public static WorldMap_InitRoleProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleCount = ms.ReadInt(); proto.ItemList = new List <RoleItem>(); for (int i = 0; i < proto.RoleCount; i++) { RoleItem _Item = new RoleItem(); _Item.RoleId = ms.ReadInt(); _Item.RoleNickName = ms.ReadUTF8String(); _Item.RoleLevel = ms.ReadInt(); _Item.RoleMaxHP = ms.ReadInt(); _Item.RoleCurrHP = ms.ReadInt(); _Item.RoleMaxMP = ms.ReadInt(); _Item.RoleCurrMP = ms.ReadInt(); _Item.RoleJobId = ms.ReadInt(); _Item.RolePosX = ms.ReadFloat(); _Item.RolePosY = ms.ReadFloat(); _Item.RolePosZ = ms.ReadFloat(); _Item.RoleYAngle = ms.ReadFloat(); proto.ItemList.Add(_Item); } return(proto); }
public static WorldMap_OtherRoleMoveProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_OtherRoleMoveProto proto = new WorldMap_OtherRoleMoveProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleId = ms.ReadInt(); proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static WorldMap_CurrRoleUseSkillProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_CurrRoleUseSkillProto proto = new WorldMap_CurrRoleUseSkillProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.SkillId = ms.ReadInt(); proto.SkillLevel = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); proto.BeAttackCount = ms.ReadInt(); proto.ItemList = new List <BeAttackItem>(); for (int i = 0; i < proto.BeAttackCount; i++) { BeAttackItem _Item = new BeAttackItem(); _Item.BeAttackRoleId = ms.ReadInt(); proto.ItemList.Add(_Item); } return(proto); }
public static WorldMap_PosProto GetProto(byte[] buffer) { WorldMap_PosProto proto = new WorldMap_PosProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.x = ms.ReadFloat(); proto.y = ms.ReadFloat(); proto.z = ms.ReadFloat(); proto.yAngle = ms.ReadFloat(); } return(proto); }
public static WorldMap_RoleAlreadyEnterProto GetProto(byte[] buffer) { WorldMap_RoleAlreadyEnterProto proto = new WorldMap_RoleAlreadyEnterProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.TargetWorldMapSceneId = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); } return(proto); }
public static WorldMap_CurrRoleMoveProto GetProto(byte[] buffer) { WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); } return(proto); }
public static WorldMap_PosProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_PosProto proto = new WorldMap_PosProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.x = ms.ReadFloat(); proto.y = ms.ReadFloat(); proto.z = ms.ReadFloat(); proto.yAngle = ms.ReadFloat(); return(proto); }
public static WorldMap_CurrRoleMoveProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_CurrRoleMoveProto proto = new WorldMap_CurrRoleMoveProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.TargetPosX = ms.ReadFloat(); proto.TargetPosY = ms.ReadFloat(); proto.TargetPosZ = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); proto.NeedTime = ms.ReadInt(); return(proto); }
public static WorldMap_RoleAlreadyEnterProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_RoleAlreadyEnterProto proto = new WorldMap_RoleAlreadyEnterProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.TargetWorldMapSceneId = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); return(proto); }
public static System_HeartbeatReturnProto GetProto(byte[] buffer, bool isChild = false) { System_HeartbeatReturnProto proto = new System_HeartbeatReturnProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); proto.ServerTime = ms.ReadLong(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static WorldMap_InitRoleProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_InitRoleProto proto = new WorldMap_InitRoleProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleCount = ms.ReadInt(); proto.ItemList = new List <RoleItem>(); for (int i = 0; i < proto.RoleCount; i++) { RoleItem _Item = new RoleItem(); _Item.RoleId = ms.ReadInt(); _Item.RoleNickName = ms.ReadUTF8String(); _Item.RoleLevel = ms.ReadInt(); _Item.RoleMaxHP = ms.ReadInt(); _Item.RoleCurrHP = ms.ReadInt(); _Item.RoleMaxMP = ms.ReadInt(); _Item.RoleCurrMP = ms.ReadInt(); _Item.RoleJobId = ms.ReadInt(); _Item.RolePosX = ms.ReadFloat(); _Item.RolePosY = ms.ReadFloat(); _Item.RolePosZ = ms.ReadFloat(); _Item.RoleYAngle = ms.ReadFloat(); proto.ItemList.Add(_Item); } if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { ChapterEntity entity = new ChapterEntity(); entity.Id = ms.ReadInt(); entity.ChapterName = ms.ReadUTF8String(); entity.GameLevelCount = ms.ReadInt(); entity.BG_Pic = ms.ReadUTF8String(); entity.Uvx = ms.ReadFloat(); entity.Uvy = ms.ReadFloat(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
public static System_SendLocalTimeProto GetProto(byte[] buffer) { System_SendLocalTimeProto proto = new System_SendLocalTimeProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.LocalTime = ms.ReadFloat(); } return(proto); }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { SpriteEntity entity = new SpriteEntity(); entity.Id = ms.ReadInt(); entity.SpriteType = ms.ReadInt(); entity.Name = ms.ReadUTF8String(); entity.Level = ms.ReadInt(); entity.IsBoss = ms.ReadInt(); entity.PrefabName = ms.ReadUTF8String(); entity.TextureName = ms.ReadUTF8String(); entity.HeadPic = ms.ReadUTF8String(); entity.MoveSpeed = ms.ReadFloat(); entity.HP = ms.ReadInt(); entity.MP = ms.ReadInt(); entity.Attack = ms.ReadInt(); entity.Defense = ms.ReadInt(); entity.Hit = ms.ReadInt(); entity.Dodge = ms.ReadInt(); entity.Cri = ms.ReadInt(); entity.Res = ms.ReadInt(); entity.Fighting = ms.ReadInt(); entity.ShowBloodBar = ms.ReadInt(); entity.BloodBarLayerCount = ms.ReadInt(); entity.UsedPhyAttack = ms.ReadUTF8String(); entity.UsedSkillList = ms.ReadUTF8String(); entity.CanArmor = ms.ReadInt(); entity.Armor_HP_Percentage = ms.ReadInt(); entity.Range_View = ms.ReadInt(); entity.Attack_Interval = ms.ReadFloat(); entity.PhysicalAttackRate = ms.ReadInt(); entity.DelaySec_Attack = ms.ReadFloat(); entity.RewardExp = ms.ReadInt(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
public static WorldMap_OtherRoleUseSkillProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_OtherRoleUseSkillProto proto = new WorldMap_OtherRoleUseSkillProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.AttackRoleId = ms.ReadInt(); proto.SkillId = ms.ReadInt(); proto.SkillLevel = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); proto.BeAttackCount = ms.ReadInt(); proto.ItemList = new List <BeAttackItem>(); for (int i = 0; i < proto.BeAttackCount; i++) { BeAttackItem _Item = new BeAttackItem(); _Item.BeAttackRoleId = ms.ReadInt(); _Item.ReduceHp = ms.ReadInt(); _Item.IsCri = (byte)ms.ReadByte(); proto.ItemList.Add(_Item); } if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
public static System_HeartbeatProto GetProto(MMO_MemoryStream ms, byte[] buffer) { System_HeartbeatProto proto = new System_HeartbeatProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); return(proto); }
public static WorldMap_OtherRoleEnterProto GetProto(byte[] buffer) { WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.RoleId = ms.ReadInt(); proto.RoleNickName = ms.ReadUTF8String(); proto.RoleLevel = ms.ReadInt(); proto.RoleJobId = ms.ReadInt(); proto.RoleCurrMP = ms.ReadInt(); proto.RoleMaxMP = ms.ReadInt(); proto.RoleCurrHP = ms.ReadInt(); proto.RoleMaxHP = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); } return(proto); }
/// <summary> /// 根据字节数组转换成结构体 /// </summary> /// <param name="buffer"></param> /// <returns></returns> public static TestProto GetProto(byte[] buffer) { TestProto proto = new TestProto(); using (MMO_MemoryStream ms = new MMO_MemoryStream(buffer)) { proto.Id = ms.ReadInt(); proto.Name = ms.ReadUTF8String(); proto.Type = ms.ReadInt(); proto.Price = ms.ReadFloat(); } return(proto); }
public static System_SendLocalTimeProto GetProto(byte[] buffer) { System_SendLocalTimeProto proto = new System_SendLocalTimeProto(); MMO_MemoryStream ms = GameEntry.Socket.SocketReceiveMS; ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.LocalTime = ms.ReadFloat(); return(proto); }
public static WorldMap_OtherRoleEnterProto GetProto(MMO_MemoryStream ms, byte[] buffer) { WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto(); ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleId = ms.ReadInt(); proto.RoleNickName = ms.ReadUTF8String(); proto.RoleLevel = ms.ReadInt(); proto.RoleJobId = ms.ReadInt(); proto.RoleCurrMP = ms.ReadInt(); proto.RoleMaxMP = ms.ReadInt(); proto.RoleCurrHP = ms.ReadInt(); proto.RoleMaxHP = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); return(proto); }
public static WorldMap_OtherRoleEnterProto GetProto(byte[] buffer, bool isChild = false) { WorldMap_OtherRoleEnterProto proto = new WorldMap_OtherRoleEnterProto(); MMO_MemoryStream ms = null; if (!isChild) { ms = GameEntry.Socket.SocketSendMS; } else { ms = GameEntry.Pool.DequeueClassObject <MMO_MemoryStream>(); } ms.SetLength(0); ms.Write(buffer, 0, buffer.Length); ms.Position = 0; proto.RoleId = ms.ReadInt(); proto.RoleNickName = ms.ReadUTF8String(); proto.RoleLevel = ms.ReadInt(); proto.RoleJobId = ms.ReadInt(); proto.RoleCurrMP = ms.ReadInt(); proto.RoleMaxMP = ms.ReadInt(); proto.RoleCurrHP = ms.ReadInt(); proto.RoleMaxHP = ms.ReadInt(); proto.RolePosX = ms.ReadFloat(); proto.RolePosY = ms.ReadFloat(); proto.RolePosZ = ms.ReadFloat(); proto.RoleYAngle = ms.ReadFloat(); if (isChild) { GameEntry.Pool.EnqueueClassObject(ms); } return(proto); }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { Sys_SoundEntity entity = new Sys_SoundEntity(); entity.Id = ms.ReadInt(); entity.Desc = ms.ReadUTF8String(); entity.AssetPath = ms.ReadUTF8String(); entity.Is3D = ms.ReadInt(); entity.Volume = ms.ReadFloat(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }
/// <summary> /// 加载列表 /// </summary> protected override void LoadList(MMO_MemoryStream ms) { int rows = ms.ReadInt(); int columns = ms.ReadInt(); for (int i = 0; i < rows; i++) { Sys_EffectEntity entity = new Sys_EffectEntity(); entity.Id = ms.ReadInt(); entity.Desc = ms.ReadUTF8String(); entity.PrefabId = ms.ReadInt(); entity.KeepTime = ms.ReadFloat(); entity.SoundId = ms.ReadInt(); entity.Type = ms.ReadInt(); m_List.Add(entity); m_Dic[entity.Id] = entity; } }