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bl/logic/service/room/FitmentShowInfo.go

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package room
import (
"blazing/logic/service/common"
"blazing/logic/service/pet"
"blazing/modules/player/model"
)
// FitmentUseringInboundInfo FitmentUseringInboundInfo类实现InboundMessage接口
type FitmentUseringInboundInfo struct {
Head common.TomeeHeader `cmd:"10006" struc:"skip"` //玩家登录
// 需要获取基地信息的目标玩家账号ID
TargetUserID uint32 `json:"targetUserId"`
}
type SET_FITMENT struct {
Head common.TomeeHeader `cmd:"10008" struc:"skip"` //玩家登录
// RoomID 房间ID
// 特殊规则怀旧服官服固定为1新服与用户IDuserid相同
RoomID uint32 `json:"roomID"`
FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"`
// UsedList 已摆放家具列表
// 包含家具ID、坐标且内嵌房间小屋ID其中小屋的坐标PosX/PosY固定为0
Fitments []model.FitmentShowInfo `json:"usedList"`
}
// FitmentUseringOutboundInfo FitmentUseringOutboundInfo实现OutboundMessage接口
type FitmentUseringOutboundInfo struct {
// 玩家账号ID
UserId uint32 ` json:"userId"`
// 进入基地所有者的userid
RoomId uint32 `codec:"auto" json:"roomId"`
FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"`
// 基地摆放物品的数组, 就算没有摆放物品, 也必带一个小屋的参数
Fitments []model.FitmentShowInfo `codec:"auto" json:"fitments"`
}
// PetShowInfo 宠物展示信息
type PetRoomListOutboundInfo struct {
PetsLen uint32 `json:"petsLen" struc:"sizeof=Pets"`
Pets []pet.PetShortInfo `json:"pets"`
}
type PetRoomListInboundInfo struct {
Head common.TomeeHeader `cmd:"2324" struc:"skip"` //玩家登录
// 需要获取基地信息的目标玩家账号ID
TargetUserID uint32 `json:"targetUserId"`
}
type FitmentAllInboundEmpty struct {
Head common.TomeeHeader `cmd:"10007" struc:"skip"`
}
type FitmentAllOutboundInfo struct {
FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"`
// 基地摆放物品的数组, 就算没有摆放物品, 也必带一个小屋的参数
Fitments []FitmentItemInfo `codec:"auto" json:"fitments"`
}
// FitmentItemInfo
type FitmentItemInfo struct {
// Id 家具id 或 默认房型id: 500001
Id uint32 `json:"id"`
// UsedCount 使用数量默认房型id项目的使用数据固定为1
UsedCount uint32 `json:"usedCount"`
// AllCount 拥有数量默认房型id项目的拥有数量固定为1
AllCount uint32 `json:"allCount"`
}
type NullInfo struct {
}