血战场景
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80e8e82111
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5d7bfba2e2
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@ -352,6 +352,15 @@ enum MessageType{
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SEND_CHAT_INFO_INDICATION = 11818; //好友聊天推送
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SEND_FRIEND_STATE_INDICATION = 11819; // 推送好友信息
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SCENE_MSG_UPDATE_INDICATION = 11820; // 场景信息变更
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SCENE_GET_FULL_MSG_REQUEST = 11821; //获取场景所有信息
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SCENE_GET_FULL_MSG_RESPONSE = 11822;
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SCENE_COMMAND_REQUEST = 11823; //在场景中发送的指令请求
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SCENE_COMMAND_RESPONSE = 11824;
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// T 11900
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TRIGGER_EVENT_REQUEST = 11900; //
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@ -0,0 +1,60 @@
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package com.ljsd.jieling.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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message SceneInfo{
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optional int32 mapId = 1; //场景所属地图id
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repeated SceneActor SceneActor =2;//场景中的演员信息
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repeated ActorEffectBufferInfo actorEffectBufferInfo =3;//场景中所有buffer信息
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}
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message SceneActor{
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optional int32 id=1; //id 唯一标识
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optional int32 curPos = 2;//当前位置
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optional int32 state = 3; //当前状态 1 : 不可移动 0 : 可移动
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optional int32 type =4 ;// 演员类型 1 玩家 2 怪物 3 矿点 4 npc
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optional Creature Creature = 6 ;//动作演员信息
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}
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message Creature{
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repeated int32 path = 1; //行走路径
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optional int32 speed =2;// 速度
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optional int32 maxHp =3; //最大血量
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optional int32 curHp =4;// 当前血量
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optional int32 mineral = 5; // 矿石
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optional int32 camp = 6; //阵营
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}
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message ActorEffectBufferInfo{
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optional int32 id = 1;//buffer id
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optional int32 type = 2; //bufffer类型
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optional int32 startTime =3; // buffer 开始时间
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optional int32 endTime =4;//buffer 失效时间
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optional int32 target = 5 ;// buffer 作用对象id
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optional int32 caster = 6;// 释放者
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repeated int32 value = 7; // buffer 作用效果值
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}
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message SceneGetFullMsgResponse{
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optional SceneInfo sceneInfo =1 ;// 场景信息
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}
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//命令请求
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message SceneCommandRequest{
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optional int32 type =1; //指令类型 1:表示行走
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repeated int32 parm =2; //指令参数 若type为1 则参数为行走路径
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}
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//广播场景里演员变换信息
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message BroadMsgIndication{
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repeated SceneActor SceneActor =1 ; // 演员信息变更
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repeated ActorEffectBufferInfo ActorEffectBufferInfo =2;
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repeated int32 removeBufferId =3; // 被删除的buffer
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repeated int32 removeActorId = 4 ;//演员被移除
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}
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