public override void Deserialize(BigEndianReader reader) { var limit = reader.ReadUShort(); Obstacles = new MapObstacle[limit]; for (int i = 0; i < limit; i++) { Obstacles[i] = new MapObstacle(); Obstacles[i].Deserialize(reader); } }
public MapComplementaryInformationsDataMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights) { SubAreaId = subAreaId; MapId = mapId; SubareaAlignmentSide = subareaAlignmentSide; Houses = houses; Actors = actors; InteractiveElements = interactiveElements; StatedElements = statedElements; Obstacles = obstacles; Fights = fights; }
public override void Deserialize(BigEndianReader reader) { SubAreaId = reader.ReadShort(); MapId = reader.ReadInt(); SubareaAlignmentSide = reader.ReadSByte(); var limit = reader.ReadUShort(); Houses = new HouseInformations[limit]; for (int i = 0; i < limit; i++) { Houses[i] = Types.ProtocolTypeManager.GetInstance<HouseInformations>(reader.ReadShort()); Houses[i].Deserialize(reader); } limit = reader.ReadUShort(); Actors = new GameRolePlayActorInformations[limit]; for (int i = 0; i < limit; i++) { Actors[i] = Types.ProtocolTypeManager.GetInstance<GameRolePlayActorInformations>(reader.ReadShort()); Actors[i].Deserialize(reader); } limit = reader.ReadUShort(); InteractiveElements = new InteractiveElement[limit]; for (int i = 0; i < limit; i++) { InteractiveElements[i] = Types.ProtocolTypeManager.GetInstance<InteractiveElement>(reader.ReadShort()); InteractiveElements[i].Deserialize(reader); } limit = reader.ReadUShort(); StatedElements = new StatedElement[limit]; for (int i = 0; i < limit; i++) { StatedElements[i] = new StatedElement(); StatedElements[i].Deserialize(reader); } limit = reader.ReadUShort(); Obstacles = new MapObstacle[limit]; for (int i = 0; i < limit; i++) { Obstacles[i] = new MapObstacle(); Obstacles[i].Deserialize(reader); } limit = reader.ReadUShort(); Fights = new FightCommonInformations[limit]; for (int i = 0; i < limit; i++) { Fights[i] = new FightCommonInformations(); Fights[i].Deserialize(reader); } }
public MapComplementaryInformationsWithCoordsMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights, short worldX, short worldY) : base(subAreaId, mapId, subareaAlignmentSide, houses, actors, interactiveElements, statedElements, obstacles, fights) { WorldX = worldX; WorldY = worldY; }
public MapObstacleUpdateMessage(MapObstacle[] obstacles) { Obstacles = obstacles; }
public MapComplementaryInformationsDataInHouseMessage(short subAreaId, int mapId, sbyte subareaAlignmentSide, HouseInformations[] houses, GameRolePlayActorInformations[] actors, InteractiveElement[] interactiveElements, StatedElement[] statedElements, MapObstacle[] obstacles, FightCommonInformations[] fights, HouseInformationsInside currentHouse) : base(subAreaId, mapId, subareaAlignmentSide, houses, actors, interactiveElements, statedElements, obstacles, fights) { CurrentHouse = currentHouse; }