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https://github.com/FlourishingWorld/hk4e.git
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完善客户端协议
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@@ -17,7 +17,7 @@ func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity,
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scene := world.GetSceneById(player.SceneId)
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// 状态等于 MOTION_STATE_DESTROY_VEHICLE 代表请求销毁
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if state == proto.MotionState_MOTION_STATE_DESTROY_VEHICLE {
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if state == proto.MotionState_MOTION_DESTROY_VEHICLE {
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g.DestroyVehicleEntity(player, scene, entity.gadgetEntity.gadgetVehicleEntity.vehicleId, entity.id)
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}
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}
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@@ -55,7 +55,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
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g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
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return
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}
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GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
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GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
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// 记录创建的载具信息
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player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
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player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
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@@ -107,7 +107,7 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
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}
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// 删除已创建的载具
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scene.DestroyEntity(entity.id)
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g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{entity.id})
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g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{entity.id})
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}
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// EnterVehicle 进入载具
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@@ -136,7 +136,7 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
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// PacketVehicleInteractRsp
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vehicleInteractRsp := &proto.VehicleInteractRsp{
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN,
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_IN,
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Member: &proto.VehicleMember{
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Uid: player.PlayerID,
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AvatarGuid: avatarGuid,
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@@ -168,7 +168,7 @@ func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGu
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// PacketVehicleInteractRsp
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vehicleInteractRsp := &proto.VehicleInteractRsp{
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT,
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InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_OUT,
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Member: &proto.VehicleMember{
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Uid: player.PlayerID,
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AvatarGuid: avatarGuid,
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@@ -203,10 +203,10 @@ func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Mes
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avatarGuid := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid
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switch req.InteractType {
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case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN:
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case proto.VehicleInteractType_VEHICLE_INTERACT_IN:
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// 进入载具
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g.EnterVehicle(player, entity, avatarGuid)
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case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT:
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case proto.VehicleInteractType_VEHICLE_INTERACT_OUT:
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// 离开载具
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g.ExitVehicle(player, entity, avatarGuid)
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}
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