拆分了聊天数据,减小玩家数据结构大小

This commit is contained in:
flswld
2023-02-12 02:00:52 +08:00
parent e4be36a434
commit d35291cb5e
17 changed files with 433 additions and 216 deletions

View File

@@ -101,7 +101,6 @@ func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType pro
GAME_MANAGER.EntityFightPropUpdateNotifyBroadcast(s, entity, uint32(constant.FIGHT_PROP_CUR_HP))
}
// PacketAvatarLifeStateChangeNotify
avatarLifeStateChangeNotify := &proto.AvatarLifeStateChangeNotify{
LifeState: uint32(lifeState),
AttackTag: "",
@@ -111,9 +110,7 @@ func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType pro
SourceEntityId: 0,
AvatarGuid: avatar.Guid,
}
for _, p := range s.playerMap {
GAME_MANAGER.SendMsg(cmd.AvatarLifeStateChangeNotify, p.PlayerID, p.ClientSeq, avatarLifeStateChangeNotify)
}
GAME_MANAGER.SendToWorldA(s.world, cmd.AvatarLifeStateChangeNotify, 0, avatarLifeStateChangeNotify)
} else {
// 设置存活状态
entity.lifeState = lifeState
@@ -124,7 +121,6 @@ func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType pro
GAME_MANAGER.EntityFightPropUpdateNotifyBroadcast(s, entity, uint32(constant.FIGHT_PROP_CUR_HP))
}
// PacketLifeStateChangeNotify
lifeStateChangeNotify := &proto.LifeStateChangeNotify{
EntityId: entity.id,
AttackTag: "",
@@ -133,9 +129,7 @@ func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType pro
LifeState: uint32(lifeState),
SourceEntityId: 0,
}
for _, p := range s.playerMap {
GAME_MANAGER.SendMsg(cmd.LifeStateChangeNotify, p.PlayerID, p.ClientSeq, lifeStateChangeNotify)
}
GAME_MANAGER.SendToWorldA(s.world, cmd.LifeStateChangeNotify, 0, lifeStateChangeNotify)
// 删除实体
s.DestroyEntity(entity.id)
@@ -159,9 +153,8 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
// fightProp: player.AvatarMap[avatarId].FightPropMap, // 使用角色结构的数据
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_AVATAR),
// level: 0, // 使用角色结构的数据
fightProp: player.AvatarMap[avatarId].FightPropMap, // 使用角色结构的数据
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_AVATAR),
avatarEntity: &AvatarEntity{
uid: player.PlayerID,
avatarId: avatarId,