Main/Core/NetworkPackage/ClientPack/CA3_Item/CA323_tagCMUseItems.cs
@@ -26,7 +26,7 @@ } } public struct tagCMUseItemsSelect { public class tagCMUseItemsSelect { public uint SelectID; //选择项ID public ushort SelectCnt; //选择数 } Main/Core/NetworkPackage/ClientPack/CB4_FightDefine/CB412_tagCSHeroLineupSave.cs
@@ -24,7 +24,7 @@ } } public struct tagCSHeroLineupPos { public class tagCSHeroLineupPos { public ushort ItemIndex; //武将物品所在武将背包位置索引 public byte PosNum; //1~n上阵位置编号 } Main/Core/NetworkPackage/DTCFile/ClientPack.meta
File was deleted Main/Core/NetworkPackage/DTCFile/ClientPack/CB4_FightDefine.meta
File was deleted Main/Core/NetworkPackage/ServerPack/H02_PlayerTalk/H0212_tagNotifyCode.cs
@@ -26,7 +26,7 @@ } } public struct tagNotifyStr { public class tagNotifyStr { public uint MsgInt; //int类型 public byte Len; public string Msg; //size = Len Main/Core/NetworkPackage/ServerPack/H07_PlayerItem/H0725_tagRolePackRefreshEx.cs
@@ -32,7 +32,7 @@ } } public struct tagRoleItemRefresh { public class tagRoleItemRefresh { public ushort ItemPlace; public uint ItemID; public byte IsLocked; //是否锁定 Main/Core/NetworkPackage/ServerPack/H08_Event.meta
File was deleted Main/Core/NetworkPackage/ServerPack/H0F_Family/C0F09_tagFamilyWarBillboardResult.cs
@@ -22,7 +22,7 @@ } } public struct tagFamilyWarBillboardInfo { public class tagFamilyWarBillboardInfo { public uint FamilyID; //家族ID public byte FamilyNameLen; public string FamilyName; //size = FamilyNameLen Main/Core/NetworkPackage/ServerPack/H0F_Family/H0F03_tagRoleFamilyInfo.cs
@@ -87,7 +87,7 @@ TransBytes (out AcceptJoin, vBytes, NetDataType.BYTE); } public struct tagRoleFamilyMember { public class tagRoleFamilyMember { public uint PlayerID; public byte Sex; //性别 public byte NameLen; Main/Core/NetworkPackage/ServerPack/HA0_Sys/HA008_tagGCPlayerRecInfo.cs
@@ -32,7 +32,7 @@ } } public struct tagGCPlayerRec { public class tagGCPlayerRec { public uint Time; //时间 public uint Value1; //值1 public uint Value2; //值2 Main/Core/NetworkPackage/ServerPack/HA1_Sys/HA110_tagMCCoinToGoldCountInfo.cs
@@ -31,7 +31,7 @@ } } public struct tagMCCoinToGoldCount { public class tagMCCoinToGoldCount { public ushort RecordID; public ushort TodayPayCount; // 今日已购买次数 public uint TotalPayCount; // 累计总购买次数 Main/Core/NetworkPackage/ServerPack/HA1_Sys/HA130_tagMCViewBillboardRet.cs
@@ -76,7 +76,7 @@ } } public struct tagMCViewBillboardData { public class tagMCViewBillboardData { public ushort Index; //数据在榜单列表中的索引,从0开始 public ushort Rank; //名次,从1开始,代表第1名 public uint ID; Main/Core/NetworkPackage/ServerPack/HA2_Package/HA204_tagMCVPackRefresh.cs
@@ -23,7 +23,7 @@ } } public struct tagMCVPackItem { public class tagMCVPackItem { public ushort ItemPlace; // 背包物品位置索引 public uint ItemData; // 物品数据,根据不同背包类型自定义 } Main/Core/NetworkPackage/ServerPack/HA2_Package/HA206_tagMCAutoItemCountRefresh.cs
@@ -21,7 +21,7 @@ } } public struct tagMCAutoItemCount { public class tagMCAutoItemCount { public uint ItemID; public uint ItemCount; } Main/Core/NetworkPackage/ServerPack/HA2_Package/HA207_tagSCPackBuyInfo.cs
@@ -21,7 +21,7 @@ } } public struct tagSCPackBuy { public class tagSCPackBuy { public byte PackType; // 背包类型 public ushort BuyCnt; // 已购买次数 } Main/Core/NetworkPackage/ServerPack/HA3_Function/HA302_tagMCFuncOpenStateList.cs
@@ -22,7 +22,7 @@ } } public struct tagMCFuncOpenState { public class tagMCFuncOpenState { public byte FuncID; // 功能ID public byte State; // 是否开启 public byte AwardState; // 是否已领奖励 Main/Core/NetworkPackage/ServerPack/HA3_Function/HA311_tagMCSyncRealmInfo.cs
@@ -23,7 +23,7 @@ } } public struct tagMCSyncRealmTask { public class tagMCSyncRealmTask { public byte TaskID; public uint TaskValue; } Main/Core/NetworkPackage/ServerPack/HA3_Function/HA315_tagMCDailyActionCnt.cs
@@ -24,7 +24,7 @@ } } public struct tagMCDailyActionInfo { public class tagMCDailyActionInfo { public uint ActionID; // ID public ushort DayFinishCnt; // 今日已完成次数 public byte DayBuyTimes; // 今日购买次数 Main/Core/NetworkPackage/ServerPack/HA3_Function/HA320_tagMCPlayerFBInfoData.cs
@@ -27,7 +27,7 @@ } } public struct tagMCFBInfo { public class tagMCFBInfo { public uint FBID; //fbId public ushort EnterCnt; //当日进入次数 public ushort RecoverCnt; //找回次数 Main/Core/NetworkPackage/ServerPack/HA3_Function/HA351_tagMCTreasureInfo.cs
@@ -32,7 +32,7 @@ } } public struct tagMCTreasureTypeInfo { public class tagMCTreasureTypeInfo { public byte TreasureType; //寻宝类型 public ushort LuckValue; //当前幸运值 public uint TreasureCount; //已寻宝总次数 @@ -43,7 +43,7 @@ public tagMCTreasureGridLimit[] GridLimitCntList; //有限制抽取次数的格子次数信息 } public struct tagMCTreasureGridLimit { public class tagMCTreasureGridLimit { public byte GridNum; // 有限制抽取次数的格子编号 public ushort GridCnt; // 已抽到次数 } Main/Core/NetworkPackage/ServerPack/HA3_Function/HA362_tagMCMailList.cs
@@ -40,7 +40,7 @@ } } public struct tagMCMail { public class tagMCMail { public string GUID; //邮件GUID public byte Type; //邮件类型,暂时默认0 public string CreateTime; //创建时间 @@ -54,7 +54,7 @@ public tagMCMailItem[] Items; //物品信息 } public struct tagMCMailItem { public class tagMCMailItem { public uint ItemID; //物品ID public uint Count; //数量 public byte IsBind; //是否绑定 Main/Core/NetworkPackage/ServerPack/HA3_Function/HA363_tagMCMailStateChange.cs
@@ -21,7 +21,7 @@ } } public struct tagMCMailState { public class tagMCMailState { public string GUID; //邮件GUID public byte MailState; //邮件状态: 0-未知;1-未读;2-已读;3-已领;4-已删 } Main/Core/NetworkPackage/ServerPack/HA3_Function/HA3A1_tagMCModuleFightPowerInfo.cs
@@ -26,7 +26,7 @@ } } public struct tagMCModuleFightPower { public class tagMCModuleFightPower { public byte MfpType; //模块编号类型 public uint FightPower; //本模块战斗力,求余亿部分 public uint FightPowerEx; //本模块战斗力,整除亿部分,1代表1亿 Main/Core/NetworkPackage/ServerPack/HA3_Function/HA3BD_tagMCBuyEnterInfo.cs
@@ -21,7 +21,7 @@ } } public struct tagMCBuyInfo { public class tagMCBuyInfo { public uint FBID; // 副本ID public byte BuyCount; // 已购买次数 } Main/Core/NetworkPackage/ServerPack/HA4_Family/HA401_tagGCViewFamilyRequestInfo.cs
@@ -28,7 +28,7 @@ } } public struct tagtMemberInfo { public class tagtMemberInfo { public uint PlayerID; //玩家ID public byte NameLen; //名字长度 public string Name; //size=NameLen Main/Core/NetworkPackage/ServerPack/HA4_Family/HA403_tagGCFamilyActionInfo.cs
@@ -34,7 +34,7 @@ } } public struct tagGCFamilyAction { public class tagGCFamilyAction { public uint Time; //时间 public byte NameLen; public string Name; Main/Core/NetworkPackage/ServerPack/HA4_Family/HA408_tagGCPyAllFamilyView.cs
@@ -40,7 +40,7 @@ TransBytes (out IsSearching, vBytes, NetDataType.BYTE); } public struct tagGCPyFamilyView { public class tagGCPyFamilyView { public ushort FamilyIndex; public uint FamilyID; //家族ID public byte FamilyNameLen; Main/Core/NetworkPackage/ServerPack/HA7_Interaction/HA709_tagObjInfoListRefresh.cs
@@ -26,7 +26,7 @@ } } public struct tagRefreshType { public class tagRefreshType { public ushort RefreshType; public uint Value; public uint ValueEx; Main/Core/NetworkPackage/ServerPack/HA7_Interaction/HA717_tagMCChatBubbleBoxState.cs
@@ -23,7 +23,7 @@ } } public struct tagMCChatBubbleBox { public class tagMCChatBubbleBox { public byte BoxID; //气泡ID public byte State; //是否已激活 public uint EndTime; //到期时间戳,0为永久 Main/Core/NetworkPackage/ServerPack/HA7_Interaction/HA721_tagMCEmojiPackInfo.cs
@@ -22,7 +22,7 @@ } } public struct tagMCEmojiPack { public class tagMCEmojiPack { public byte PackID; //表情包ID public byte State; //是否已激活 public uint EndTime; //到期时间戳,0为永久 Main/Core/NetworkPackage/ServerPack/HA8_Item/HA801_tagMCGiveAwardInfo.cs
@@ -44,12 +44,12 @@ TransBytes (out DataEx, vBytes, NetDataType.Chars, DataLen); } public struct tagMCGiveAwardMoney { public class tagMCGiveAwardMoney { public byte MoneyType; public uint MoneyValue; } public struct tagMCGiveAwardItem { public class tagMCGiveAwardItem { public uint ItemID; public uint Count; // 求余亿部分,个别功能单次汇总可能超20亿,如批量遣散,固统一规则 public uint CountEx; // 整除亿部分 Main/Core/NetworkPackage/ServerPack/HA8_Item/HA802_tagMCShopItemDayBuyCntInfo.cs
@@ -22,7 +22,7 @@ } } public struct tagMCShopItemDayBuyCnt { public class tagMCShopItemDayBuyCnt { public uint ItemIndex; public uint BuyCnt; // 今日已购买次数 public byte IsReset; //是否重置 Main/Core/NetworkPackage/ServerPack/HA8_Item/HA809_tagMCItemDayUseCntInfo.cs
@@ -21,7 +21,7 @@ } } public struct tagMCItemDayUseCnt { public class tagMCItemDayUseCnt { public uint ItemID; public ushort UseCnt; // 今日已使用次数 } Main/Core/NetworkPackage/ServerPack/HAA_SaleActivity/HAA74_tagMCActBuyCountGiftInfo.cs
@@ -46,13 +46,13 @@ TransBytes (out ShopType, vBytes, NetDataType.WORD); } public struct tagMCActBuyCountGiftItem { public class tagMCActBuyCountGiftItem { public uint ItemID; public ushort ItemCount; public byte IsBind; } public struct tagMCActBuyCountGift { public class tagMCActBuyCountGift { public byte NeedBuyCount; // 所需总购买次数,0为免费领取的档次 public byte Count; // 奖励物品数 public tagMCActBuyCountGiftItem[] AwardItemList; // 奖励物品列表 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB110_tagMCTaskInfo.cs
@@ -23,7 +23,7 @@ } } public struct tagMCTask { public class tagMCTask { public byte TaskGroup; // 任务组,0-主线 public uint TaskID; // 当前任务ID,可能为0,表示该分组暂时没有任务 public uint CurValue; // 当前进度值 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB117_tagMCFaceInfo.cs
@@ -23,7 +23,7 @@ } } public struct tagMCFace { public class tagMCFace { public uint FaceID; //头像ID public byte State; //是否已激活 public uint EndTime; //到期时间戳,0为永久 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB118_tagMCFacePicInfo.cs
@@ -23,7 +23,7 @@ } } public struct tagMCFacePic { public class tagMCFacePic { public uint FacePicID; //头像框ID public byte State; //是否已激活 public uint EndTime; //到期时间戳,0为永久 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB120_tagMCZhanlingInfo.cs
@@ -33,7 +33,7 @@ } } public struct tagMCZhanling { public class tagMCZhanling { public uint NeedValue; // 奖励所需值 public byte FreeRewardState; // 免费战令奖励是否已领取 public byte ZLRewardState; // 普通战令奖励是否已领取 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB122_tagSCHeroInfo.cs
@@ -24,7 +24,7 @@ } } public struct tagSCHero { public class tagSCHero { public uint HeroID; // 武将ID public uint SkinState; // 武将皮肤已解锁状态信息,按皮肤所在索引二进制位运算判断是否解锁,0索引位默认皮肤,不用验证 public byte BookInitState; // 图鉴激活状态:0-未激活;1-可激活;2-已激活 Main/Core/NetworkPackage/ServerPack/HB1_Role/HB124_tagSCLineupInfo.cs
@@ -23,7 +23,7 @@ } } public struct tagSCLineup { public class tagSCLineup { public byte LineupID; // 阵容ID public byte ShapeType; // 阵型 public byte HeroCnt; Main/Core/NetworkPackage/ServerPack/HB3_PlayerSocial/HB311_tagGCTalkCache.cs
@@ -27,7 +27,7 @@ } } public struct tagGCTalkCacheInfo { public class tagGCTalkCacheInfo { public byte ChannelType; // 1 世界 2 仙盟 public byte NameLen; public string Name; //size = SrcNameLen Main/Core/NetworkPackage/ServerPack/HB4_FightDefine/HB424_tagSCTurnFightInit.cs
@@ -54,13 +54,13 @@ } } public struct tagSCTurnFightFaction { public class tagSCTurnFightFaction { public byte Faction; //阵营编号,1或2,1为发起方的阵营编号 public byte LineupCnt; public tagSCTurnFightLineup[] LineupList; // 本阵营所有阵容列表,为支持多V多扩展用,通常情况下每个阵营只有一个阵容 } public struct tagSCTurnFightObj { public class tagSCTurnFightObj { public uint ObjID; // 战斗单位唯一ID public uint NPCID; // 战斗NPCID,不同的实例ID对应的NPCID可能一样 public uint HeroID; // 玩家武将ID,仅玩家阵容有 @@ -74,7 +74,7 @@ public ushort AngreXP; // 当前怒气值 } public struct tagSCTurnFightLineup { public class tagSCTurnFightLineup { public byte Num; // 该阵容在本阵营的编号,不同阵营的阵容编号可能相同,都是从1开始,一般1V1时每个阵营为1个阵容,多V多时则每个阵营为多个阵容 public uint OwnerID; // 阵容所属的玩家ID,可能为0,0代表非玩家阵容 public byte ShapeType; // 本阵容阵型,0为默认阵型,可扩展不同的阵型,如boss特殊战斗阵型,或者其他不同站位的阵型 Main/Core/NetworkPackage/ServerPack/HB4_FightDefine/HB427_tagSCUseSkill.cs
@@ -39,7 +39,7 @@ } } public struct tagSCUseSkillHurt { public class tagSCUseSkillHurt { public uint ObjID; public uint AttackTypes; // 飘血类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避 public uint HurtHP; // 飘血值,求余亿部分