public Msg_NpcBuff( body1_SC_NPC_BUFF _buff) { m_MessageType = eMessageType.NPC_BUFF; npcIdx_ = _buff.nNpcIdx; effect_ = _buff.bEffect; foreach( body2_SC_NPC_BUFF node in _buff.body) { Msg_NpcBuff_Body body = new Msg_NpcBuff_Body(); body.update_ = node.bUpdate; body.skillTableIdx_ = node.nSkillTableIdx; body.skillLevelTableIdx_ = node.nSkillLevelTableIdx; body.skillLevel_ = node.nSkillLevel; body.chargeStep_ = node.nChargeStep; body.potencyIdx_ = node.nPotencyIdx; body.type_ = node.eType; body.duration_ = node.nDuration; body.serverData = node; body_.Add( body); } }
protected void InsertBuffData(body1_SC_NPC_BUFF _data) { foreach(body2_SC_NPC_BUFF buff in _data.body) { InsertBuffData( buff, 0f ); } }
/* * Packet Define: SC_NPC_BUFF * 설명 : Npc 버프가 발생했을때 */ private void AddNpcBuff(byte[] _packet) { // Debug.Log("AddNpcBuff"); // body_SC_NPC_BUFF data = new body_SC_NPC_BUFF(); body1_SC_NPC_BUFF data = new body1_SC_NPC_BUFF(); data.PacketBytesToClass(_packet); AsNpcEntity npcEntity = AsEntityManager.Instance.GetNpcEntityBySessionId( data.nNpcIdx ); if( null != npcEntity ) { npcEntity.HandleMessage(new Msg_NpcBuff(data)); } }
public void ReciveBuff( body1_SC_NPC_BUFF _data ) { InsertBuffData(_data); ResetUiBuffSlot(); }