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
+17 -17
View File
@@ -845,7 +845,7 @@ func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType pro
// 删除实体
s.DestroyEntity(entity.id)
GAME_MANAGER.RemoveSceneEntityNotifyBroadcast(s, proto.VisionType_VISION_TYPE_DIE, []uint32{entity.id})
GAME_MANAGER.RemoveSceneEntityNotifyBroadcast(s, proto.VisionType_VISION_DIE, []uint32{entity.id})
}
}
@@ -857,11 +857,11 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: player.Pos,
rot: player.Rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: player.AvatarMap[avatarId].FightPropMap,
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_AVATAR),
level: player.AvatarMap[avatarId].Level,
avatarEntity: &AvatarEntity{
uid: player.PlayerID,
@@ -891,11 +891,11 @@ func (s *Scene) CreateEntityWeapon() uint32 {
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: new(model.Vector),
rot: new(model.Vector),
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: nil,
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_WEAPON),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_WEAPON),
level: 0,
}
s.entityMap[entity.id] = entity
@@ -914,11 +914,11 @@ func (s *Scene) CreateEntityMonster(pos, rot *model.Vector, monsterId uint32, le
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: fightProp,
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_MONSTER),
level: level,
monsterEntity: &MonsterEntity{
monsterId: monsterId,
@@ -952,7 +952,7 @@ func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQue
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
@@ -960,7 +960,7 @@ func (s *Scene) CreateEntityNpc(pos, rot *model.Vector, npcId, roomId, parentQue
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_NPC),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_NPC),
level: 0,
npcEntity: &NpcEntity{
NpcId: npcId,
@@ -988,7 +988,7 @@ func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId uint32
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
@@ -996,7 +996,7 @@ func (s *Scene) CreateEntityGadgetNormal(pos, rot *model.Vector, gadgetId uint32
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gadgetId: gadgetId,
@@ -1022,7 +1022,7 @@ func (s *Scene) CreateEntityGadgetGather(pos, rot *model.Vector, gadgetId uint32
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
@@ -1030,7 +1030,7 @@ func (s *Scene) CreateEntityGadgetGather(pos, rot *model.Vector, gadgetId uint32
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gadgetId: gadgetId,
@@ -1054,7 +1054,7 @@ func (s *Scene) CreateEntityGadgetClient(pos, rot *model.Vector, entityId uint32
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
@@ -1062,7 +1062,7 @@ func (s *Scene) CreateEntityGadgetClient(pos, rot *model.Vector, entityId uint32
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gadgetType: GADGET_TYPE_CLIENT,
@@ -1092,7 +1092,7 @@ func (s *Scene) CreateEntityGadgetVehicle(uid uint32, pos, rot *model.Vector, ve
lifeState: constant.LifeStateConst.LIFE_ALIVE,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
@@ -1101,7 +1101,7 @@ func (s *Scene) CreateEntityGadgetVehicle(uid uint32, pos, rot *model.Vector, ve
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): 114514,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gadgetType: GADGET_TYPE_VEHICLE,