完善客户端协议

This commit is contained in:
flswld
2023-01-19 19:29:52 +08:00
parent a00bee14d0
commit 2983c16272
3254 changed files with 57101 additions and 93258 deletions
+7 -7
View File
@@ -17,7 +17,7 @@ func (g *GameManager) VehicleDestroyMotion(player *model.Player, entity *Entity,
scene := world.GetSceneById(player.SceneId)
// 状态等于 MOTION_STATE_DESTROY_VEHICLE 代表请求销毁
if state == proto.MotionState_MOTION_STATE_DESTROY_VEHICLE {
if state == proto.MotionState_MOTION_DESTROY_VEHICLE {
g.DestroyVehicleEntity(player, scene, entity.gadgetEntity.gadgetVehicleEntity.vehicleId, entity.id)
}
}
@@ -55,7 +55,7 @@ func (g *GameManager) CreateVehicleReq(player *model.Player, payloadMsg pb.Messa
g.CommonRetError(cmd.VehicleInteractRsp, player, &proto.VehicleInteractRsp{})
return
}
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{entityId}, true, false)
GAME_MANAGER.AddSceneEntityNotify(player, proto.VisionType_VISION_BORN, []uint32{entityId}, true, false)
// 记录创建的载具信息
player.VehicleInfo.LastCreateEntityIdMap[req.VehicleId] = entityId
player.VehicleInfo.LastCreateTime = time.Now().UnixMilli()
@@ -107,7 +107,7 @@ func (g *GameManager) DestroyVehicleEntity(player *model.Player, scene *Scene, v
}
// 删除已创建的载具
scene.DestroyEntity(entity.id)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{entity.id})
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{entity.id})
}
// EnterVehicle 进入载具
@@ -136,7 +136,7 @@ func (g *GameManager) EnterVehicle(player *model.Player, entity *Entity, avatarG
// PacketVehicleInteractRsp
vehicleInteractRsp := &proto.VehicleInteractRsp{
InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN,
InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_IN,
Member: &proto.VehicleMember{
Uid: player.PlayerID,
AvatarGuid: avatarGuid,
@@ -168,7 +168,7 @@ func (g *GameManager) ExitVehicle(player *model.Player, entity *Entity, avatarGu
// PacketVehicleInteractRsp
vehicleInteractRsp := &proto.VehicleInteractRsp{
InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT,
InteractType: proto.VehicleInteractType_VEHICLE_INTERACT_OUT,
Member: &proto.VehicleMember{
Uid: player.PlayerID,
AvatarGuid: avatarGuid,
@@ -203,10 +203,10 @@ func (g *GameManager) VehicleInteractReq(player *model.Player, payloadMsg pb.Mes
avatarGuid := player.AvatarMap[player.TeamConfig.GetActiveAvatarId()].Guid
switch req.InteractType {
case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_IN:
case proto.VehicleInteractType_VEHICLE_INTERACT_IN:
// 进入载具
g.EnterVehicle(player, entity, avatarGuid)
case proto.VehicleInteractType_VEHICLE_INTERACT_TYPE_OUT:
case proto.VehicleInteractType_VEHICLE_INTERACT_OUT:
// 离开载具
g.ExitVehicle(player, entity, avatarGuid)
}