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整理场景实体相关,优化同步
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@@ -98,7 +98,7 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.registerMessage(SceneAvatarStaminaStepReq, &proto.SceneAvatarStaminaStepReq{}) // 缓慢游泳或缓慢攀爬时消耗耐力请求
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c.registerMessage(SceneAvatarStaminaStepRsp, &proto.SceneAvatarStaminaStepRsp{}) // 缓慢游泳或缓慢攀爬时消耗耐力响应
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// 战斗与技能
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// 战斗与同步
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c.registerMessage(AvatarFightPropNotify, &proto.AvatarFightPropNotify{}) // 角色战斗属性通知
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c.registerMessage(EntityFightPropUpdateNotify, &proto.EntityFightPropUpdateNotify{}) // 实体战斗属性更新通知
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c.registerMessage(CombatInvocationsNotify, &proto.CombatInvocationsNotify{}) // 战斗通知 包含场景中实体的移动数据和伤害数据,多人游戏服务器转发
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@@ -106,7 +106,13 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.registerMessage(ClientAbilityInitFinishNotify, &proto.ClientAbilityInitFinishNotify{}) // 客户端技能初始化完成通知 多人游戏服务器转发
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c.registerMessage(EvtDoSkillSuccNotify, &proto.EvtDoSkillSuccNotify{}) // 释放技能成功事件通知
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c.registerMessage(ClientAbilityChangeNotify, &proto.ClientAbilityChangeNotify{}) // 客户端技能改变通知
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c.registerMessage(MassiveEntityElementOpBatchNotify, &proto.MassiveEntityElementOpBatchNotify{}) // MEEO通知 风元素染色
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c.registerMessage(MassiveEntityElementOpBatchNotify, &proto.MassiveEntityElementOpBatchNotify{}) // 风元素染色相关通知
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c.registerMessage(EvtAvatarEnterFocusNotify, &proto.EvtAvatarEnterFocusNotify{}) // 进入弓箭蓄力瞄准状态通知
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c.registerMessage(EvtAvatarUpdateFocusNotify, &proto.EvtAvatarUpdateFocusNotify{}) // 弓箭蓄力瞄准状态移动通知
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c.registerMessage(EvtAvatarExitFocusNotify, &proto.EvtAvatarExitFocusNotify{}) // 退出弓箭蓄力瞄准状态通知
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c.registerMessage(EvtEntityRenderersChangedNotify, &proto.EvtEntityRenderersChangedNotify{}) // 实体可视状态改变通知
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c.registerMessage(EvtCreateGadgetNotify, &proto.EvtCreateGadgetNotify{}) // 创建实体通知
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c.registerMessage(EvtDestroyGadgetNotify, &proto.EvtDestroyGadgetNotify{}) // 销毁实体通知
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// 队伍
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c.registerMessage(ChangeAvatarReq, &proto.ChangeAvatarReq{}) // 更换角色请求 切人
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@@ -238,8 +244,6 @@ func (c *CmdProtoMap) registerAllMessage() {
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//c.registerMessage(MonsterAIConfigHashNotify, &proto.MonsterAIConfigHashNotify{})
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//c.registerMessage(GetRegionSearchReq, &proto.GetRegionSearchReq{})
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//c.registerMessage(ObstacleModifyNotify, &proto.ObstacleModifyNotify{})
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//c.registerMessage(EvtCreateGadgetNotify, &proto.EvtCreateGadgetNotify{})
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//c.registerMessage(EvtDestroyGadgetNotify, &proto.EvtDestroyGadgetNotify{})
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// 空消息
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c.registerMessage(65535, &proto.NullMsg{})
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