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							|  | @ -272,14 +272,4 @@ class CL_BaseObject { | |||
|     function SetRotate(Duration, Rotation) { | ||||
|         BaseObject_SetRotate(this.C_Object, Duration, Rotation); | ||||
|     } | ||||
| 
 | ||||
|     //获取右侧的坐标 | ||||
|     function right() { | ||||
|         return X + GetSize().w; | ||||
|     } | ||||
| 
 | ||||
|     //获取底部的坐标 | ||||
|     function bottom() { | ||||
|         return Y + GetSize().h; | ||||
|     } | ||||
| } | ||||
|  | @ -169,20 +169,6 @@ class Yosin_BaseWindow extends Layer { | |||
|         // gChild.Parent = this; | ||||
|     } | ||||
| 
 | ||||
|     /* | ||||
|      * @函数作用: 获取窗口右侧的坐标 | ||||
|      */ | ||||
|     function right() { | ||||
|         return X + Width; | ||||
|     } | ||||
| 
 | ||||
|     /* | ||||
|      * @函数作用: 获取窗口底部的坐标 | ||||
|      */ | ||||
|     function bottom() { | ||||
|         return Y + Height; | ||||
|     } | ||||
| 
 | ||||
|     //开启Debug模式 | ||||
|     function OpenDeBug() { | ||||
|         DeBugSprite = CL_SpriteObject("sprite/interface/lenheartwindowcommon.img", 257); | ||||
|  |  | |||
|  | @ -69,7 +69,6 @@ l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectCla | |||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Object\ActiveObject\CharacterObjectClass_AI.nut | ||||
| 
 | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Socket\Socket.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Socket\Packet.nut | ||||
| 
 | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Stage\LodingStage.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\Stage\TestStage.nut | ||||
|  | @ -84,8 +83,6 @@ l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\0_Login.nut | |||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\1_Select_Character.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\2_create_Character.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\3_Top_tool.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\4_PersonalInfo.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\5_Inventory.nut | ||||
| l:\Yosin_Engine\Yosin&Kiwano_DOF\sqr\User\UI\Window\233_HUD_Message.nut | ||||
| 
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -32,8 +32,6 @@ class GameObject.Character extends GameObject.ActiveObject { | |||
| 
 | ||||
|     //职业编号 | ||||
|     Job = 0; | ||||
|     //cid | ||||
|     Cid = -1; | ||||
| 
 | ||||
|     //控制器 | ||||
|     Controller = null; | ||||
|  |  | |||
|  | @ -281,18 +281,6 @@ class Map extends Actor { | |||
|         m_data.npc = Arr; | ||||
|     } | ||||
| 
 | ||||
|     //添加角色的回包 | ||||
|     function AddCharacterCallBack(Binary) { | ||||
|         local Pack = Packet(Binary); | ||||
| 
 | ||||
|         /* | ||||
|         local Charc = GameObject.CreateCharacter(Info.job, Info.equ); | ||||
|                     local NPCobj = GameObject.NPC(info.id); | ||||
|                     NPCobj.SetDirection(info.direction); | ||||
|                     NPCobj.SetPosition(info.xpos, info.ypos, info.zpos); | ||||
| 
 | ||||
|                     */ | ||||
|     } | ||||
| 
 | ||||
|     //添加对象 | ||||
|     function AddObject(obj, IsPlayer = false) { | ||||
|  | @ -319,19 +307,42 @@ class Map extends Actor { | |||
|         } | ||||
|     } | ||||
| 
 | ||||
|     //移动城镇的回包 | ||||
|     function MoveTownCallBack(Jso) { | ||||
|         //我自己的移动城镇添加角色对象 | ||||
|         local MapObj = GlobalTownManager.TownList[Jso.town].map[Jso.region]; | ||||
|         MapObj.AddObjectByChangeTown(ClientCharacter, Jso.pos); | ||||
|     } | ||||
| 
 | ||||
|     //移动城镇的添加对象 | ||||
|     function AddObjectByChangeTown(obj, pos) { | ||||
|     function AddObjectByChangeTown(obj, FromMapobj) { | ||||
|         //角色对象 | ||||
|         if (typeof obj == "character") { | ||||
|             //角色原城镇 | ||||
|             local FromMapobj = obj.MySelfMap; | ||||
|             //如果已经处于某个地图中 | ||||
|             if (obj.Parent) { | ||||
|                 obj.Parent.Removechild(obj); | ||||
|             } | ||||
|             LayerObject.normal.Addchild(obj); | ||||
|             //将地图信息写入角色中 | ||||
|             obj.MySelfMap = this.weakref(); | ||||
|             //绑定摄像机 | ||||
|             m_camera.SetFromParent(obj); | ||||
|             //获取应该设置的坐标 | ||||
|             foreach(index, info in m_data.town_movable_area_info) { | ||||
|                 if (info.town == FromMapobj.m_town && info.area == FromMapobj.m_mapId) { | ||||
|                     local pos = { | ||||
|                         x = m_data.town_movable_area[index * 4] + m_data.town_movable_area[index * 4 + 2] / 2, | ||||
|                         y = m_data.town_movable_area[index * 4 + 1] + m_data.town_movable_area[index * 4 + 3] / 2, | ||||
|                         z = 0 | ||||
|                     } | ||||
|                     obj.SetPosition(pos); | ||||
|                     break; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             //获取当前场景 | ||||
|             local Stage = sq_GetCurrentStage(); | ||||
|             if (GlobalTownManager.CurrentTown) { | ||||
|                 Stage.Removechild(GlobalTownManager.CurrentTown); | ||||
|             } | ||||
|             Stage.Addchild(this); | ||||
|             //添加全局 | ||||
|             GlobalTownManager.CurrentTown = this.weakref(); | ||||
| 
 | ||||
| 
 | ||||
|             //背景音乐处理 | ||||
|             BackGroundMusic = {}; | ||||
|             if (FromMapobj.BackGroundMusic != null) { | ||||
|  | @ -355,28 +366,6 @@ class Map extends Actor { | |||
|                     } | ||||
|                 } | ||||
|             } | ||||
|             //绑定摄像机 | ||||
|             m_camera.SetFromParent(obj); | ||||
|             //获取当前场景 | ||||
|             local Stage = sq_GetCurrentStage(); | ||||
|             if (GlobalTownManager.CurrentTown) { | ||||
|                 Stage.Removechild(GlobalTownManager.CurrentTown); | ||||
|             } | ||||
|             Stage.Addchild(this); | ||||
|             //添加全局 | ||||
|             GlobalTownManager.CurrentTown = this.weakref(); | ||||
| 
 | ||||
| 
 | ||||
|             //如果已经处于某个地图中 则先移除 | ||||
|             if (obj.Parent) { | ||||
|                 obj.Parent.Removechild(obj); | ||||
|             } | ||||
|             //将角色添加到地图的normal图层 | ||||
|             LayerObject.normal.Addchild(obj); | ||||
|             //设置坐标 | ||||
|             obj.SetPosition(pos); | ||||
|             //将地图信息写入角色中 | ||||
|             obj.MySelfMap = this.weakref(); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  | @ -413,10 +402,6 @@ class Map extends Actor { | |||
|         m_camera.BackgroundOffset = m_data.background_pos; | ||||
| 
 | ||||
|         // OpenMovableAreaBorder(); | ||||
| 
 | ||||
| 
 | ||||
|         MySocket.RegisterHandler(PACKET_ID.CHANGE_TOWN_AREA_CALLBACK, MoveTownCallBack.bindenv(this)); | ||||
|         MySocket.RegisterBinaryHandler(PACKET_ID.TOWN_ADD_CHARACTER_CALLBACK, AddCharacterCallBack.bindenv(this)); | ||||
|     } | ||||
| 
 | ||||
|     //DEBUG方法 | ||||
|  | @ -492,33 +477,13 @@ class Map extends Actor { | |||
|         //走进了传送阵 | ||||
|         if (Index != -1) { | ||||
|             if (!obj.TransmitFlag) { | ||||
|                 //得到传送信息  目标城镇 | ||||
|                 local info = m_data.town_movable_area_info[Index]; | ||||
|                 //如果是未加载的城镇 则先构造城镇 | ||||
|                 //这里是未加载的城镇 | ||||
|                 if (!(GlobalTownManager.TownList.rawin(info.town))) { | ||||
|                     Town(info.town); | ||||
|                 } | ||||
|                 //计算位移过去以后应该设置的位置 | ||||
|                 local MapObj = GlobalTownManager.TownList[info.town].map[info.area]; | ||||
|                 local movepos = { | ||||
|                     z = 0 | ||||
|                 }; | ||||
|                 //遍历目标城镇的该区域 查找适当位移位置 | ||||
|                 foreach(index, mapinfo in MapObj.m_data.town_movable_area_info) { | ||||
|                     if (mapinfo.town == m_town && mapinfo.area == m_mapId) { | ||||
|                         movepos.x <- MapObj.m_data.town_movable_area[index * 4] + MapObj.m_data.town_movable_area[index * 4 + 2] / 2; | ||||
|                         movepos.y <- MapObj.m_data.town_movable_area[index * 4 + 1] + MapObj.m_data.town_movable_area[index * 4 + 3] / 2; | ||||
|                         break; | ||||
|                     } | ||||
|                 } | ||||
| 
 | ||||
|                 //发包移动城镇 | ||||
|                 MySocket.Send(PACKET_ID.CHANGE_TOWN_AREA, { | ||||
|                     town = info.town, | ||||
|                     region = info.area, | ||||
|                     pos = movepos | ||||
|                 }) | ||||
| 
 | ||||
|                 MapObj.AddObjectByChangeTown(obj, this); | ||||
|                 obj.TransmitFlag = true; | ||||
|             } | ||||
|         } else { | ||||
|  |  | |||
|  | @ -1,92 +0,0 @@ | |||
| /* | ||||
| 文件名:Packet.nut | ||||
| 路径:User/Socket/Packet.nut | ||||
| 创建日期:2025-01-04	22:20 | ||||
| 文件用途:数据封包类 | ||||
| */ | ||||
| class Packet { | ||||
|     Data = null; | ||||
| 
 | ||||
|     constructor(...) { | ||||
|         //不传参数时,构造空包 | ||||
|         if (vargv.len() == 0) { | ||||
|             this.Data = blob(); | ||||
|         } | ||||
|         //传入数据流以流的形式构造包 | ||||
|         else { | ||||
|             this.Data = vargv[0]; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     //字节 | ||||
|     function Put_Byte(Value) { | ||||
|         this.Data.writen('c', Value); | ||||
|     } | ||||
| 
 | ||||
|     //短整型 | ||||
|     function Put_Short(Value) { | ||||
|         this.Data.writen('s', Value); | ||||
|     } | ||||
| 
 | ||||
|     //整型 | ||||
|     function Put_Int(Value) { | ||||
|         this.Data.writen('i', Value); | ||||
|     } | ||||
| 
 | ||||
|     //浮点型 | ||||
|     function Put_Float(Value) { | ||||
|         this.Data.writen('f', Value); | ||||
|     } | ||||
| 
 | ||||
|     //字符串 | ||||
|     function Put_String(String) { | ||||
|         foreach(char in String) { | ||||
|             Put_Byte(char); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     //字节数组 | ||||
|     function Put_Binary(BinaryArray) { | ||||
|         //流 | ||||
|         if (typeof BinaryArray == "blob") { | ||||
|             this.Data.writeblob(BinaryArray); | ||||
|         } | ||||
|         //数组 | ||||
|         else if (typeof BinaryArray == "array") { | ||||
|             foreach(byte in BinaryArray) { | ||||
|                 Put_Byte(byte); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     //获取字节 | ||||
|     function Get_Byte() { | ||||
|         return this.Data.readn('c'); | ||||
|     } | ||||
| 
 | ||||
|     //获取短整型 | ||||
|     function Get_Short() { | ||||
|         return this.Data.readn('s'); | ||||
|     } | ||||
| 
 | ||||
|     //获取整型 | ||||
|     function Get_Int() { | ||||
|         return this.Data.readn('i'); | ||||
|     } | ||||
| 
 | ||||
|     //获取浮点型 | ||||
|     function Get_Float() { | ||||
|         return this.Data.readn('f'); | ||||
|     } | ||||
| 
 | ||||
|     //获取字符串 | ||||
|     function Get_String(len) { | ||||
|         return stream_myreadstring(len); | ||||
|     } | ||||
| 
 | ||||
|     //获取字节数组 | ||||
|     function Get_Binary(len) { | ||||
|         return this.Data.readblob(len); | ||||
|     } | ||||
| } | ||||
|  | @ -41,7 +41,7 @@ function LoginStage() { | |||
|     local T = CL_StageObject(); | ||||
|     T.SetName("加载界面舞台"); | ||||
| 
 | ||||
|     local AniTime = 1500; | ||||
|     local AniTime = 800; | ||||
| 
 | ||||
|     //大背景 | ||||
|     local BackGround = CL_SpriteObject("sprite/loding.img", 0); | ||||
|  | @ -51,7 +51,7 @@ function LoginStage() { | |||
|     local Kiwano = CL_SpriteObject("sprite/loding.img", 1); | ||||
|     Kiwano.SetAnchor(0.5, 0.5); | ||||
|     Kiwano.SetScale(0.35, 0.35); | ||||
|     Kiwano.SetPosition(1066 / 2, 300); | ||||
|     Kiwano.SetPosition(1066 / 2, 800); | ||||
|     Kiwano.SetUpdateFunc(function(sp, dt) { | ||||
|         if (!("time" in sp.Var)) sp.Var.time <- 0; | ||||
|         sp.Var.time += dt; | ||||
|  |  | |||
|  | @ -12,7 +12,7 @@ function TestStage() { | |||
| 
 | ||||
|     local Window = Sq_CreateWindow(_Login_Window, "登录界面窗口", 0, 0, 1066, 600, 0); | ||||
| 
 | ||||
|     // local Window = Sq_CreateWindow(_Inventory, "背包窗口", 150, 12, 257, 555, 20); | ||||
| 
 | ||||
|     // //大背景 | ||||
|     // local BackGround = CL_SpriteObject("sprite/map/npc/2019_halloween_blossom_normal.img", 0); | ||||
|     // BackGround.SetPosition(300, 150); | ||||
|  | @ -54,11 +54,15 @@ function TestStage() { | |||
|     //         name = "测试角色", | ||||
|     //         job = 0, | ||||
|     //         equip = [101020037, 601500061, 601550061, 601560059, 601570054, 601520053, 601500061, 601510060, 601530052, 601540061, 601580024, 609590003] | ||||
|     //     }, { | ||||
|     //         lv = 90, | ||||
|     //         name = "测试角色2号", | ||||
|     //         job = 0, | ||||
|     //         equip = [601020007, 601500060, 601550060, 601560058, 601570053, 601520052, 601500060, 601510059, 601530051, 601540060, 601580023, 609590003] | ||||
|     //     }] | ||||
|     // }; | ||||
|     // Window.Init(T); | ||||
| 
 | ||||
| 
 | ||||
|     // local Actorobj = Actor(); | ||||
|     // Actorobj.ShowBorder(true); | ||||
|     // Actorobj.SetSize(1500, 100); | ||||
|  |  | |||
|  | @ -44,7 +44,7 @@ class Yosin_InputBox extends Yosin_CommonUi { | |||
|         Text_Obj = TextActor(0, { | ||||
|             color = 0xFFFFFFFF | ||||
|         }); | ||||
|         Text_Obj.SetPosition(4, 1); | ||||
|         Text_Obj.SetPosition(4, 3); | ||||
|         Addchild(Text_Obj); | ||||
| 
 | ||||
|         _Imm_Input_Func_.rawset(C_Object, Imm_Input.bindenv(this)); | ||||
|  |  | |||
|  | @ -62,6 +62,7 @@ class _Login_Window extends Yosin_Window { | |||
|                     local value = Blob.readn('i'); | ||||
|                     info.equip.append(value); | ||||
|                 } | ||||
|                 // print(info); | ||||
|             } | ||||
|             //关闭登录界面 | ||||
|             NoticeBox.DestroyWindow(); | ||||
|  |  | |||
|  | @ -271,10 +271,6 @@ class _Select_Character_Chr extends Yosin_CommonUi { | |||
|             M_Ypos = MousePos_Y; | ||||
|             B_X = X; //原始窗口位置 | ||||
|             B_Y = Y; | ||||
|             //遍历父对象中的所有按钮 修改他们的层级 | ||||
|             foreach(Button in Parent.UpCharacterList) { | ||||
|                 Button.SetZOrder(99999); | ||||
|             } | ||||
|             SetZOrder(100000); | ||||
|         } | ||||
|     } | ||||
|  | @ -351,19 +347,7 @@ class _Select_Character_Window extends Yosin_Window { | |||
| 
 | ||||
|     constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) { | ||||
|         base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH); | ||||
|         //定义五个空数组 | ||||
|         UpCharacterList = array(5, null); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|         // 选择角色进入游戏回包 | ||||
|         MySocket.RegisterHandler(PACKET_ID.SELECT_CHARACTER_ENTER_GAME_CALLBACK, function(Jso) { | ||||
|             local Info = Jso.charac; | ||||
|             local TownObj = Town(Info.town); | ||||
|             local Charc = GameObject.CreateCharacter(Info.job, Info.equ); | ||||
|             TownObj.AddObject(Charc, true); | ||||
|             ClientCharacter = Charc; | ||||
|         }.bindenv(this)); | ||||
|         UpCharacterList = []; | ||||
|     } | ||||
| 
 | ||||
|     function Init(gInfo) { | ||||
|  | @ -387,39 +371,6 @@ class _Select_Character_Window extends Yosin_Window { | |||
|         if (!BackGroundMusic.IsPlaying()) BackGroundMusic.Play(); | ||||
|     } | ||||
| 
 | ||||
|     function AddUpCharacter(CharacInfo, Index = 5) { | ||||
|         //先定义为最大值 如果没有查到空位则不会执行逻辑 | ||||
|         if (Index == 5) { | ||||
|             //遍历获取第一个空位 Info为空也为空 | ||||
|             foreach(pos, value in UpCharacterList) { | ||||
|                 if (value == null) { | ||||
|                     Index = pos; | ||||
|                     break; | ||||
|                 } | ||||
|                 //如果是信息为空的 要先删除原来的再添加 | ||||
|                 if (value.Info == null) { | ||||
|                     Index = pos; | ||||
|                     RemoveUIChild(UpCharacterList[pos]); | ||||
|                     break; | ||||
|                 } | ||||
|             } | ||||
|             if (Index >= 5) return; | ||||
|         } | ||||
| 
 | ||||
|         local Buf = _Select_Character_Chr(184 + (Index * 142), ((Index % 2) ? 13 : 0) + 93, 132, 208); | ||||
|         //如果有信息则构造角色 | ||||
|         if (CharacInfo) { | ||||
|             //通过信息构造角色 | ||||
|             Buf.Init(CharacInfo, Index); | ||||
|             AddUIChild(Buf); | ||||
|             UpCharacterList[Index] = Buf; | ||||
|         } else { | ||||
|             Buf.Init(null, Index); | ||||
|             AddUIChild(Buf); | ||||
|             UpCharacterList[Index] = Buf; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     function RegisterWindow() { | ||||
|         SettingBackgroundWindow = _Select_Character_SettingBackground_Window("选择角色_设置背景图片窗口", 850, 28, 212, 129, 0); | ||||
|         AddUIChild(SettingBackgroundWindow); | ||||
|  | @ -435,8 +386,11 @@ class _Select_Character_Window extends Yosin_Window { | |||
|             CharBg.SetZOrder(-10); | ||||
|             Addchild(CharBg); | ||||
| 
 | ||||
|             //如果没有足够的信息则传递null | ||||
|             AddUpCharacter((Info.charac.len() > i) ? Info.charac[i] : null, i); | ||||
|             local Buf = _Select_Character_Chr(184 + (i * 142), ((i % 2) ? 13 : 0) + 93, 132, 208); | ||||
|             if (i< Info.charac.len()) Buf.Init(Info.charac[i], i); | ||||
|             else Buf.Init(null, i); | ||||
|             UpCharacterList.push(Buf); | ||||
|             AddUIChild(Buf); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -237,9 +237,6 @@ class _CreateCharacter extends Yosin_Window { | |||
| 
 | ||||
|     NoticeBox = null; | ||||
| 
 | ||||
|     //临时创建角色 | ||||
|     TempCharacter = null; | ||||
| 
 | ||||
|     constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH) { | ||||
|         base.constructor(gObjectId, gX, gY, gWidth, gHeight, gTitleH); | ||||
| 
 | ||||
|  | @ -250,7 +247,7 @@ class _CreateCharacter extends Yosin_Window { | |||
| 
 | ||||
| 
 | ||||
|         // 创建角色回包 | ||||
|         MySocket.RegisterHandler(PACKET_ID.CREATE_CHARACTER_CALLBACK, function(Jso) { | ||||
|         MySocket.RegisterHandler(4, function(Jso) { | ||||
|             if (NoticeBox) NoticeBox.CloseWindow(); | ||||
|             if (Jso.type == 0) { | ||||
|                 // 创建成功. | ||||
|  | @ -258,9 +255,6 @@ class _CreateCharacter extends Yosin_Window { | |||
|                 NoticeBox.DestroyWindow(); | ||||
|                 DestroyWindow(); | ||||
|                 MySocket.Send(PACKET_ID.QUERY_CHARACTER_LIST, null); | ||||
| 
 | ||||
|                 local Window = Sq_CreateWindow(_Select_Character_Window, "选择角色界面窗口", 0, 0, 1066, 600, 0); | ||||
|                 Window.AddUpCharacter(TempCharacter); | ||||
|             } else { | ||||
|                 // 创建失败. | ||||
|                 NoticeBox = _Yosin_MessageBox("创建失败."); | ||||
|  | @ -269,6 +263,9 @@ class _CreateCharacter extends Yosin_Window { | |||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function PlayBackgroundMusic() { | ||||
| 
 | ||||
|     } | ||||
| 
 | ||||
|     function RegisterDraw() { | ||||
|         //大背景 | ||||
|  | @ -365,16 +362,10 @@ class _CreateCharacter extends Yosin_Window { | |||
|         // 确定 | ||||
|         enter.OnClick = function(enterName) { | ||||
|             local jobEnum = getJobEnum(jobIndex); | ||||
|             TempCharacter = { | ||||
|                 lv = 1, | ||||
|             MySocket.Send(7, { | ||||
|                 name = enterName, | ||||
|                 job = jobEnum, | ||||
|                 equip = [] | ||||
|             }; | ||||
|             MySocket.Send(PACKET_ID.CREATE_CHARACTER, { | ||||
|                 name = enterName, | ||||
|                 job = jobEnum, | ||||
|             }); | ||||
|             }) | ||||
|         }.bindenv(this); | ||||
| 
 | ||||
|     } | ||||
|  | @ -823,7 +814,7 @@ class _create_Character_enterName extends Yosin_Window { | |||
|         //点击事件回调 | ||||
|         checkButton.OnClick = function(Button) { | ||||
| 
 | ||||
|             MySocket.Send(PACKET_ID.NICKNAME_REPEAT_CHECK, { | ||||
|             MySocket.Send(6, { | ||||
|                 name = nameInputBox.str, | ||||
|             }) | ||||
| 
 | ||||
|  | @ -886,7 +877,7 @@ class _create_Character_enterName extends Yosin_Window { | |||
| 
 | ||||
| 
 | ||||
|         // 昵称重复检查回包 | ||||
|         MySocket.RegisterHandler(PACKET_ID.NICKNAME_REPEAT_CHECK_CALLBACK, function(Jso) { | ||||
|         MySocket.RegisterHandler(3, function(Jso) { | ||||
|             if (Parent.NoticeBox) Parent.NoticeBox.CloseWindow(); | ||||
|             if (Jso.type == 0) { | ||||
|                 // 可以使用的ID 确认按钮可以使用. | ||||
|  |  | |||
|  | @ -5,19 +5,12 @@ | |||
| 文件用途:包ID枚举 | ||||
| */ | ||||
| enum PACKET_ID { | ||||
| 
 | ||||
|     /**** 客户端发包 ***/ | ||||
| 
 | ||||
|     // 登录 | ||||
|     LOGIN = 1 | ||||
|     //注册 | ||||
|     REGISTER = 3 | ||||
|     //修改密码 | ||||
|     CHANGE_PASSWORD = 5 | ||||
|     //昵称重复检查 | ||||
|     NICKNAME_REPEAT_CHECK = 6 | ||||
|     //创建角色 | ||||
|     CREATE_CHARACTER = 7 | ||||
|     //查询账号中的角色列表 | ||||
|     QUERY_CHARACTER_LIST = 9 | ||||
|     //选择角色 | ||||
|  | @ -25,22 +18,4 @@ enum PACKET_ID { | |||
|     //更换角色位置 | ||||
|     CHANGE_CHARACTER_POSITION = 10 | ||||
| 
 | ||||
| 
 | ||||
|     //城镇移动切换区域 | ||||
|     CHANGE_TOWN_AREA = 10001 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
|     /**** 客户端收包 ***/ | ||||
| 
 | ||||
|     //昵称重复检查回包 | ||||
|     NICKNAME_REPEAT_CHECK_CALLBACK = 3 | ||||
|     //创建角色回包 | ||||
|     CREATE_CHARACTER_CALLBACK = 4 | ||||
|     //选择角色进入游戏回包 | ||||
|     SELECT_CHARACTER_ENTER_GAME_CALLBACK = 5 | ||||
|     //城镇移动切换区域回包 | ||||
|     CHANGE_TOWN_AREA_CALLBACK = 10001 | ||||
|     //城镇添加角色回包 | ||||
|     TOWN_ADD_CHARACTER_CALLBACK = 10002 | ||||
| } | ||||
|  | @ -247,8 +247,5 @@ | |||
|     }, | ||||
|     "User/UI/Window/4_PersonalInfo.nut": { | ||||
|         "description": "个人信息窗口" | ||||
|     }, | ||||
|     "User/Socket/Packet.nut": { | ||||
|         "description": "数据包类" | ||||
|     } | ||||
| } | ||||
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		Reference in New Issue