/// <summary>
        /// 出售
        /// </summary>
        /// <param name="uid"></param>
        /// <param name="count"></param>
        public void RequestSell(ulong uid, ushort count)
        {
            C2S_ITEM_SELL req = SingleInstanceCache.GetInstanceByType <C2S_ITEM_SELL>();

            req.protocolID = (ushort)KC2S_Protocol.c2s_item_sell;
            req.uid        = uid;
            req.count      = count;
            NetworkManager.Instance.SendToGameServer(req);
        }
示例#2
0
        public void RequestRelive(PlayerReliveType playerReliveType)
        {
            GameplayProxy gameplayProxy = GameFacade.Instance.RetrieveProxy(ProxyName.GameplayProxy) as GameplayProxy;

            C2S_PLAYER_RELIVE request = SingleInstanceCache.GetInstanceByType <C2S_PLAYER_RELIVE>();

            request.protocolID  = (ushort)KC2S_Protocol.c2s_player_relive;
            request.relive_type = (ushort)playerReliveType;
            NetworkManager.Instance.SendToGameServer(request);
        }
        /// <summary>
        /// 移动道具
        /// </summary>
        /// <param name="itemUid"></param>
        /// <param name="targetContainer"></param>
        /// <param name="targetPos"></param>
        public void ReqestMove(ulong itemUid, ulong targetContainer, int targetPos, ulong mark)
        {
            C2S_MOVE_ITEM req = SingleInstanceCache.GetInstanceByType <C2S_MOVE_ITEM>();

            req.protocolID         = (ushort)KC2S_Protocol.c2s_move_item;
            req.mark               = mark;
            req.src_item_uid       = itemUid;
            req.dest_container_uid = targetContainer;
            req.dest_pos           = (ushort)targetPos;
            NetworkManager.Instance.SendToGameServer(req);
        }
示例#4
0
        public void SendCastSkill(uint skillID, SkillCastOperation castOperation, uint casterUID, List <C2S_TargetInfo> skillTargets
                                  , UnityEngine.Quaternion targetDir)
        {
            C2S_CAST_SKILL_TPS msg = SingleInstanceCache.GetInstanceByType <C2S_CAST_SKILL_TPS>();

            msg.protocolID = (ushort)KC2S_Protocol.c2s_cast_skill_tps;
            msg.cast_type  = (short)castOperation;
            msg.skill_id   = skillID;
            msg.caster_id  = casterUID;
            msg.target_info_list.Clear();
            msg.target_info_list = skillTargets;

            msg.x = targetDir.x;
            msg.y = targetDir.y;
            msg.z = targetDir.z;
            msg.w = targetDir.w;

            NetworkManager.Instance.SendToGameServer(msg);
        }
示例#5
0
        /// <summary>
        /// 发送数据
        /// </summary>
        /// <param name="protocol"></param>
        /// <param name="strFunc"></param>
        /// <param name="values"></param>
        private void CallServer(KC2S_Protocol protocol, string strFunc, params object[] values)
        {
            if (callServerProto == null)
            {
                callServerProto      = SingleInstanceCache.GetInstanceByType <C2S_CALL_SERVER>();
                callServerProto.data = new byte[1024];//第一次创建,申请足够的大小..
                callServerBuffWriter = new BinaryWriter(new MemoryStream(callServerProto.data));
            }
            callServerBuffWriter.Seek(0, SeekOrigin.Begin);

            callServerProto.protocolID = (byte)protocol;
            callServerBuffWriter.Write((short)0);
            WriteParam(callServerBuffWriter, strFunc, values);

            callServerProto._dataLength_ = (int)callServerBuffWriter.Seek(0, SeekOrigin.Current);
            callServerBuffWriter.Seek(0, SeekOrigin.Begin);
            callServerBuffWriter.Write((short)(callServerProto._dataLength_ - 2));
            callServerBuffWriter.Seek(callServerProto._dataLength_, SeekOrigin.Begin);

            NetworkManager.Instance.SendToGameServer(callServerProto);
        }