From 73fc98520cab856aebef42fb645baae1e8ddd4f0 Mon Sep 17 00:00:00 2001 From: 116KBr <2768918334@qq.com> Date: Sat, 2 Oct 2021 23:46:57 +0800 Subject: [PATCH] modified: Message2Clients.proto modified: MessageType.proto --- dependency/proto/Message2Clients.proto | 61 +++++++++++++------------- dependency/proto/MessageType.proto | 20 ++++----- 2 files changed, 40 insertions(+), 41 deletions(-) diff --git a/dependency/proto/Message2Clients.proto b/dependency/proto/Message2Clients.proto index 91f64793..92e0259d 100644 --- a/dependency/proto/Message2Clients.proto +++ b/dependency/proto/Message2Clients.proto @@ -10,54 +10,54 @@ import "MessageType.proto"; message ChangeableCharacterProperty { - int64 x = 1; - int64 y = 2; - int64 attackRange = 3; - int64 bulletNum = 4; - int64 speed = 5; - int64 life = 6; - double timeUntilCommonSkillAvailable = 7; - double timeUntilUltimateSkillAvailable = 8; - int64 gemNum = 9; - BuffType buff = 10; - PropType prop = 11; - PlaceType place = 12; + int32 x = 1;//可见 + int32 y = 2;//可见 + int32 attackRange = 3;//可见 + int32 bulletNum = 4; + int32 speed = 5;//可见 + int32 life = 6;//可见 + double timeUntilCommonSkillAvailable = 7; //可见 + double timeUntilUltimateSkillAvailable = 8;//底层未实现 + int32 gemNum = 9;//可见 + BuffType buff = 10;//可见 + PropType prop = 11;//可见 + PlaceType place = 12;//人物背景框颜色 } message BasicalCharacterProperty { - int64 guid = 1; //操作方法:Client和Server互相约定guid。非负整数中,1-8这8个guid预留给8个人物,其余在子弹或道具被创造/破坏时分发和回收。Client端用向量[guid]储存物体信息和对应的控件实例。 + int32 guid = 1; //操作方法:Client和Server互相约定guid。非负整数中,1-8这8个guid预留给8个人物,其余在子弹或道具被创造/破坏时分发和回收。Client端用向量[guid]储存物体信息和对应的控件实例。 //0号guid存储单播模式中每人Client对应的GUID。 - int64 PassiveSkillType = 2; - int64 ActiveSkillType = 3; + int32 PassiveSkillType = 2;//可见 (职1) + int32 ActiveSkillType = 3;//可见(职2) } message MessageOfProp { PropType type = 1; - int64 x = 2; - int64 y = 3; + int32 x = 2; + int32 y = 3; } message MessageOfBullet { BulletType type = 1; - int64 bulletAP = 2; - int64 boomRange = 3; + int32 bulletAP = 2; + int32 boomRange = 3; } message MessageToInitialize //初始化信息,只在Server接收Client的开始游戏信息后发送,内容是在整局游戏里不变的数据 { - int64 MapSerial = 1; - int64 NumberOfValidPlayer = 2; + int32 MapSerial = 1; + int32 NumberOfValidPlayer = 2; repeated BasicalCharacterProperty property = 3; } -//全设成int64了,麻烦逻辑组其他二位指正 +//全设成int32了,麻烦逻辑组其他二位指正 message MessageToAddInstance { GameObjType instanceType= 1; //这里逻辑上只能写道具和子弹,Client也只准备了这两个实例的创建函数。 - //人物在开始时通过BasicalVharacterProperty中的信息添加,无法手动添加。如果需要有添加草丛的操作,请联系我。 - int64 guid = 2; //要分配的guid。为防止重复分配,建议Server也写一个对应的vector。 + //人物在开始时通过BasicalCharacterProperty中的信息添加,无法手动添加。如果需要有添加草丛的操作,请联系我。 + int32 guid = 2; //要分配的guid。为防止重复分配,建议Server也写一个对应的vector。 oneof messageOfInstance //根据instanceType决定消息类型 { MessageOfProp messageOfProp= 3; @@ -67,15 +67,15 @@ message MessageToAddInstance message MessageToDestroyInstance { - int64 guid = 1; + int32 guid = 1; } //拿到要销毁物体的guid后,Client端vector释放掉该guid位置的物体信息,并置为null回收该地址,同时删除该物品的对应控件句柄。 -//人物的guid无法被回收,死亡时颜色变为透明。任何试图将guid1-8删除的操作应被认定为非法。 +//人物的guid无法被回收,死亡时颜色变为透明。任何试图将guid0和1-8删除的操作应被认定为非法。 //子弹被销毁的同时会显示一个爆炸效果。饼:画圆 message MessageToOperate { - int32 operateKind = 1; + bool operateKind = 1; oneof messageOfOperation { MessageToAddInstance messageToAddInstance= 2; @@ -97,11 +97,10 @@ message MessageToRefresh message MessageToOneClient { - int64 playerID = 1; //指明发送给谁 - int64 teamID = 2; //指明发送给谁 - + int32 playerID = 1; //指明发送给谁 + int32 teamID = 2; //指明发送给谁 MessageType messageType = 3; - int64 guid = 4; //自己的guid + int32 guid = 4; //自己的guid string message = 5; //如果 messageType 为 Send,则为要发送的消息 } //继承自THUIAI4 //注:转换函数还没写好 \ No newline at end of file diff --git a/dependency/proto/MessageType.proto b/dependency/proto/MessageType.proto index c6e8f8b9..b8b3c1f8 100644 --- a/dependency/proto/MessageType.proto +++ b/dependency/proto/MessageType.proto @@ -24,7 +24,7 @@ enum MessageType enum GameObjType { - Null = 0; + NullGameObjType = 0; Character = 1; Wall = 2; Prop = 3; @@ -35,13 +35,13 @@ enum GameObjType } enum ShapeType { - Null = 0; + NullShapeType = 0; Circle = 1; //仍然,子弹和人物为圆形,格子为方形 Square = 2; } enum PlaceType //位置标志,包括陆地,草丛,以及角色技能带来的隐身。游戏中每一帧都要刷新各个物体的该属性 { - Null = 0; + NullPlaceType = 0; Land = 1; Grass1 = 2; Grass2 = 3; @@ -50,7 +50,7 @@ enum PlaceType //位置标志,包括陆地,草丛,以及角色技能带 } enum PropType // 道具的类型 { - Null = 0; + NullPropType = 0; addHP = 1; addAP = 2; addSpeed = 3; @@ -65,7 +65,7 @@ enum PropType // 道具的类型 } enum PassiveSkillType // 被动技能,有名字的都是已经实现了的 { - Null = 0; + NullPassiveSkillType = 0; RecoverAfterBattle = 1; SpeedUpWhenLeavingGrass = 2; Vampire = 3; @@ -75,7 +75,7 @@ enum PassiveSkillType // 被动技能,有名字的都是已经实现了的 } enum ActiveSkillType // 主动技能,有名字的都是已经实现了的 { - Null = 0; + NullActiveSkillType = 0; BecomeVampire = 1; BecomeAssassin = 2; NuclearWeapon = 3; @@ -85,17 +85,17 @@ enum ActiveSkillType // 主动技能,有名字的都是已经实现了的 } enum BuffType //buff { - Null = 0; + NullBuffType = 0; MoveSpeed = 1; AP = 2; CD = 3; AddLIFE = 4; - Shield = 5; - Spear = 6; + ShieldBuff = 5; + SpearBuff = 6; } enum BulletType //会有不同类型的子弹,现在只实现了“原子弹” { - Null = 0; + NullBulletType = 0; AtomBomb = 1; // ... // ...