/// <summary> /// 使用急救术 /// </summary> /// <param name="_instance"></param> public void C2S_UseAddHpAbility(AbilityInstance _instance) { Debug.logger.Log("使用急救术"); pt_scene_skill_c005 msg = new pt_scene_skill_c005(); msg.oid = (uint)_instance.UserActor.id; msg.skill = (uint)_instance.AbilityID; msg.lev = 1; msg.target_id = _instance.TargetActor == null ? 0 : (uint)_instance.TargetActor.id; msg.target_x = _instance.TargetPostion.x; msg.target_y = _instance.TargetPostion.y; msg.target_z = _instance.TargetPostion.z; msg.x = _instance.UserPostion.x; msg.y = _instance.UserPostion.y; msg.z = _instance.UserPostion.z; msg.dir = _instance.DirY; msg.seq = NetMsgMng.CreateNewUnLockSerializeID(); _instance.LastTryTime = Time.time; NetMsgMng.SendMsg(msg); _instance.serializeID = msg.seq; _instance.OnTringEnd += OnAbilityInstanceTringEnd; waitServerConfirmAbilityDic[msg.seq] = _instance; if (OnMainPlayerUseAbility != null && _instance.UserActor.id == GameCenter.curMainPlayer.id) { OnMainPlayerUseAbility(); } }
/// <summary> /// 主玩家移动的消息推送 /// </summary> /// <param name="des"></param> public void C2S_Move(ObjectType _type, int _instanceID, Vector3 _curPos, Vector3[] _path, bool _isPathMove, int _dir = 0) { pt_scene_move_c001 msg = new pt_scene_move_c001(); msg.oid = (uint)_instanceID; msg.dir = _dir; msg.obj_sort = (uint)_type; msg.seq = NetMsgMng.CreateNewUnLockSerializeID(); msg.is_path_move = _isPathMove ? (byte)1 : (byte)0; if (_path != null) { for (int i = 0; i < _path.Length; i++) { msg.point_list.Add(Vector2Point(_path[i])); } } else { msg.point_list.Add(Vector2Point(_curPos)); } // for (int i = 0,max=msg.point_list.Count; i < max; i++) // { // Debug.Log("C2S_Move:"+msg.point_list[i].x+","+msg.point_list[i].y+","+msg.point_list[i].z+",count:"+msg.point_list.Count); // } NetMsgMng.SendMsg(msg); }