// 服务器发送给客户端 /// <summary> /// WfPacket:来自服务器的原始包数据 /// SC_PreBattle:解析包数据的包体 /// DeSerialize:反序列化操作 /// 说明:反序列化结束后,就可以像var playerdatas = pak.datas;使用字段了。 /// </summary> /// <param name="obj"></param> private void ResPreBattle(WfPacket obj) { Debug.Log("ResPreBattle"); SC_PreBattle pak = new SC_PreBattle(); //演示提示:反序列化到SC_PreBattle类 pak.DeSerialize(obj); var playerdatas = pak.datas; m_IsReceived = true; }
public static void SendMsg(DP_Msg socket) { SC_PreBattle sendPak = new SC_PreBattle(); sendPak.datas = new List <t_PreparePlayerData>(); for (uint i = 0; i < 3; ++i) { t_PreparePlayerData data = new t_PreparePlayerData(); data.m_jobid = i; data.m_playerid = i; data.m_name = "Player" + i; sendPak.datas.Add(data); } WfPacket sendPak2 = new WfPacket((ushort)emPacket_Battle.em_SC_PreBattle); sendPak.Serialize(sendPak2); ServerNet.SendPacket(socket, sendPak2); UnityEngine.Debug.Log("向客户端发送消息,SC_PreBattle"); }