本文整理汇总了C#中ZyGames.Framework.Game.Service.DataStruct.PushShortIntoStack方法的典型用法代码示例。如果您正苦于以下问题:C# DataStruct.PushShortIntoStack方法的具体用法?C# DataStruct.PushShortIntoStack怎么用?C# DataStruct.PushShortIntoStack使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ZyGames.Framework.Game.Service.DataStruct
的用法示例。
在下文中一共展示了DataStruct.PushShortIntoStack方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: BuildPacket
public override void BuildPacket()
{
this.PushIntoStack(userPlotCombat.IsWin.ToShort());
this.PushIntoStack(userPlotCombat.Experience);
this.PushIntoStack(prizeItems.Count);
foreach (PrizeItemInfo prizeItem in prizeItems)
{
ItemBaseInfo item = new ShareCacheStruct<ItemBaseInfo>().FindKey(prizeItem.ItemID);
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(item.ItemName.ToNotNullString());
dsItem.PushIntoStack(item.HeadID.ToNotNullString());
dsItem.PushIntoStack(item.QualityType.ToShort());
dsItem.PushIntoStack(prizeItem.Num);
PushIntoStack(dsItem);
}
//攻方阵形
PushIntoStack(combatProcessList.AttackList.Count);
foreach (CombatEmbattle combatEmbattle in combatProcessList.AttackList)
{
int isAttWait = combatEmbattle.IsWait ? 1 : 0;
var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID);
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatEmbattle.GeneralID);
dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString());
//dsItem.PushIntoStack(combatEmbattle.HeadID.ToNotNullString());
dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString());
dsItem.PushIntoStack(combatEmbattle.Position.ToShort());
dsItem.PushIntoStack(combatEmbattle.LiveNum);
dsItem.PushIntoStack(combatEmbattle.LiveMaxNum);
dsItem.PushIntoStack(combatEmbattle.MomentumNum);
dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum);
dsItem.PushIntoStack(combatEmbattle.AbilityID);
dsItem.PushIntoStack(combatEmbattle.GeneralLv);
dsItem.PushIntoStack((short)isAttWait);
// 增加佣兵品质
dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort());
PushIntoStack(dsItem);
}
//防方阵形
PushIntoStack(combatProcessList.DefenseList.Count);
foreach (CombatEmbattle combatEmbattle in combatProcessList.DefenseList)
{
int isDefWait = combatEmbattle.IsWait ? 1 : 0;
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatEmbattle.GeneralID);
dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString());
dsItem.PushIntoStack(combatEmbattle.HeadID.ToNotNullString());
dsItem.PushIntoStack(combatEmbattle.Position.ToShort());
dsItem.PushIntoStack(combatEmbattle.LiveNum);
dsItem.PushIntoStack(combatEmbattle.LiveMaxNum);
dsItem.PushIntoStack(combatEmbattle.MomentumNum);
dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum);
dsItem.PushIntoStack(combatEmbattle.AbilityID);
dsItem.PushIntoStack(combatEmbattle.GeneralLv);
dsItem.PushIntoStack((short)isDefWait);
// 增加佣兵品质
var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID);
dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort());
PushIntoStack(dsItem);
}
//战斗过程
PushIntoStack(combatProcessList.ProcessList.Count);
foreach (CombatProcess combatProcess in combatProcessList.ProcessList)
{
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatProcess.GeneralID);
dsItem.PushIntoStack(combatProcess.LiveNum);
dsItem.PushIntoStack(combatProcess.Momentum);
dsItem.PushIntoStack(combatProcess.AttackTaget.ToShort());
dsItem.PushIntoStack(combatProcess.AttackUnit.ToShort());
dsItem.PushIntoStack(combatProcess.AbilityProperty.ToShort());
dsItem.PushIntoStack(combatProcess.AttStatus.ToShort());
dsItem.PushIntoStack(combatProcess.DamageNum);
dsItem.PushIntoStack(combatProcess.AttEffectID.ToNotNullString());
dsItem.PushIntoStack(combatProcess.TargetEffectID.ToNotNullString());
dsItem.PushIntoStack(combatProcess.IsMove.ToShort());
dsItem.PushIntoStack(combatProcess.Position.ToShort());
dsItem.PushIntoStack(combatProcess.Role.ToShort());
dsItem.PushIntoStack(combatProcess.DamageStatusList.Count);
foreach (AbilityEffectStatus effectStatus in combatProcess.DamageStatusList)
{
DataStruct dsItem1 = new DataStruct();
dsItem1.PushIntoStack(effectStatus.AbilityType.ToShort());
dsItem1.PushIntoStack(effectStatus.DamageNum);
dsItem1.PushIntoStack(effectStatus.IsIncrease ? 1 : 0);
dsItem.PushIntoStack(dsItem1);
}
dsItem.PushIntoStack(combatProcess.TargetList.Count);
foreach (TargetProcess targetProcess in combatProcess.TargetList)
{
DataStruct dsItem1 = new DataStruct();
dsItem1.PushIntoStack(targetProcess.GeneralID);
//.........这里部分代码省略.........
示例2: BuildPacket
public override void BuildPacket()
{
this.PushIntoStack(_uSportsCombat == null ? LanguageManager.GetLang().shortInt : _uSportsCombat.IsWin.ToShort());
this.PushIntoStack(_uSportsCombat == null ? 0 : _uSportsCombat.RewardGoin);
this.PushIntoStack(_uSportsCombat == null ? 0 : _uSportsCombat.RewardObtian);
//攻方阵形
this.PushIntoStack(_combatProcessList.AttackList.Count);
foreach (CombatEmbattle combatEmbattle in _combatProcessList.AttackList)
{
var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID);
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatEmbattle.GeneralID);
dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString());
//dsItem.PushIntoStack(combatEmbattle.BattleHead.ToNotNullString());
dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString());
dsItem.PushIntoStack(combatEmbattle.Position.ToShort());
dsItem.PushIntoStack(combatEmbattle.LiveNum);
dsItem.PushIntoStack(combatEmbattle.LiveMaxNum);
dsItem.PushIntoStack(combatEmbattle.MomentumNum);
dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum);
dsItem.PushIntoStack(combatEmbattle.AbilityID);
dsItem.PushIntoStack(combatEmbattle.GeneralLv);
dsItem.PushIntoStack(combatEmbattle.IsWait ? (short)1 : (short)0);
// 增加佣兵品质
dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort());
this.PushIntoStack(dsItem);
}
//防方阵形
this.PushIntoStack(_combatProcessList.DefenseList.Count);
foreach (CombatEmbattle combatEmbattle in _combatProcessList.DefenseList)
{
var general = _cacheSetGeneral.FindKey(combatEmbattle.GeneralID);
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatEmbattle.GeneralID);
dsItem.PushIntoStack(combatEmbattle.GeneralName.ToNotNullString());
dsItem.PushIntoStack(general == null ? string.Empty : general.BattleHeadID.ToNotNullString());
//dsItem.PushIntoStack(combatEmbattle.BattleHead.ToNotNullString());
dsItem.PushIntoStack(combatEmbattle.Position.ToShort());
dsItem.PushIntoStack(combatEmbattle.LiveNum);
dsItem.PushIntoStack(combatEmbattle.LiveMaxNum);
dsItem.PushIntoStack(combatEmbattle.MomentumNum);
dsItem.PushIntoStack(combatEmbattle.MaxMomentumNum);
dsItem.PushIntoStack(combatEmbattle.AbilityID);
dsItem.PushIntoStack(combatEmbattle.GeneralLv);
dsItem.PushIntoStack(combatEmbattle.IsWait ? (short)1 : (short)0);
// 增加佣兵品质
dsItem.PushShortIntoStack(general == null ? 0 : general.GeneralQuality.ToShort());
this.PushIntoStack(dsItem);
}
//战斗过程
this.PushIntoStack(_combatProcessList.ProcessList.Count);
foreach (CombatProcess combatProcess in _combatProcessList.ProcessList)
{
DataStruct dsItem = new DataStruct();
dsItem.PushIntoStack(combatProcess.GeneralID);
dsItem.PushIntoStack(combatProcess.LiveNum);
dsItem.PushIntoStack(combatProcess.Momentum);
dsItem.PushIntoStack(combatProcess.AttackTaget.ToShort());
dsItem.PushIntoStack(combatProcess.AttackUnit.ToShort());
dsItem.PushIntoStack(combatProcess.AbilityProperty.ToShort());
dsItem.PushIntoStack(combatProcess.AttStatus.ToShort());
dsItem.PushIntoStack(combatProcess.DamageNum);
dsItem.PushIntoStack(combatProcess.AttEffectID.ToNotNullString());
dsItem.PushIntoStack(combatProcess.TargetEffectID.ToNotNullString());
dsItem.PushIntoStack(combatProcess.IsMove.ToShort());
dsItem.PushIntoStack(combatProcess.Position.ToShort());
dsItem.PushIntoStack(combatProcess.Role.ToShort());
dsItem.PushIntoStack(combatProcess.DamageStatusList.Count);
foreach (AbilityEffectStatus effectStatus in combatProcess.DamageStatusList)
{
DataStruct dsItem2 = new DataStruct();
dsItem2.PushIntoStack(effectStatus.AbilityType.ToShort());
dsItem2.PushIntoStack(effectStatus.DamageNum);
dsItem2.PushIntoStack(effectStatus.IsIncrease ? 1 : 0);
dsItem.PushIntoStack(dsItem2);
}
dsItem.PushIntoStack(combatProcess.TargetList.Count);
foreach (TargetProcess targetProcess in combatProcess.TargetList)
{
DataStruct dsItem1 = new DataStruct();
dsItem1.PushIntoStack(targetProcess.GeneralID);
dsItem1.PushIntoStack(targetProcess.LiveNum);
dsItem1.PushIntoStack(targetProcess.Momentum);
dsItem1.PushIntoStack(targetProcess.DamageNum);
dsItem1.PushIntoStack(targetProcess.IsShanBi.ToShort());
dsItem1.PushIntoStack(targetProcess.IsGeDang.ToShort());
dsItem1.PushIntoStack(targetProcess.IsBack.ToShort());
dsItem1.PushIntoStack(targetProcess.IsMove.ToShort());
dsItem1.PushIntoStack(targetProcess.BackDamageNum);
dsItem1.PushIntoStack(targetProcess.TargetStatus.ToShort());
dsItem1.PushIntoStack(targetProcess.Position.ToShort());
dsItem1.PushIntoStack(targetProcess.Role.ToShort());
//目标中招效果
dsItem1.PushIntoStack(targetProcess.DamageStatusList.Count);
foreach (AbilityEffectStatus effectStatus in targetProcess.DamageStatusList)
{
DataStruct dsItem12 = new DataStruct();
//.........这里部分代码省略.........
示例3: BuildPacket
public override void BuildPacket()
{
PushIntoStack(_userMagicArray.Count);
foreach (UserMagic userMagic in _userMagicArray)
{
MagicInfo magicInfo = new ConfigCacheSet<MagicInfo>().FindKey(userMagic.MagicID);
short repostion = GeneralHelper.ReplacePostion(ContextUser.UserID, userMagic.MagicID);
DataStruct ds = new DataStruct();
ds.PushIntoStack(userMagic.MagicID);
ds.PushIntoStack(magicInfo == null ? string.Empty : magicInfo.MagicName.ToNotNullString());
ds.PushIntoStack((short)userMagic.MagicLv);
ds.PushIntoStack(userMagic.IsEnabled == false ? 0 : 1);
ds.PushIntoStack(magicInfo == null ? string.Empty : magicInfo.MagicDesc.ToNotNullString());
string gridPostion = string.Empty;
string[] gridRanges = new string[0];
MagicLvInfo magicLv = new ConfigCacheSet<MagicLvInfo>().FindKey(userMagic.MagicID, userMagic.MagicLv);
if (magicLv != null)
{
var userFunction = new GameDataCacheSet<UserFunction>().FindKey(ContextUser.UserID, FunctionEnum.ReplaceGeneral);
gridPostion = magicLv.GridRange;
if (magicLv.ReplacePostion > 0 && userFunction != null)
{
gridPostion = gridPostion.TrimEnd(',') + "," + magicLv.ReplacePostion;
}
}
gridRanges = gridPostion.Split(',');
ds.PushIntoStack(gridRanges.Length);
foreach (string gridRang in gridRanges)
{
int isDisplace = repostion == gridRang.ToInt() ? 1 : 0;
UserEmbattle userEmbattle = new GameDataCacheSet<UserEmbattle>().FindKey(ContextUser.UserID, userMagic.MagicID, gridRang.ToShort());
UserGeneral uGeneral = new GameDataCacheSet<UserGeneral>().FindKey(ContextUser.UserID, userEmbattle == null ? 0 : userEmbattle.GeneralID);
DataStruct ds1 = new DataStruct();
ds1.PushIntoStack(uGeneral == null ? (short)0 : (short)1);
ds1.PushIntoStack(gridRang.ToShort());
ds1.PushIntoStack(uGeneral == null ? 0 : uGeneral.GeneralID);
ds1.PushIntoStack(uGeneral == null ? string.Empty : uGeneral.HeadID.ToNotNullString());
ds1.PushIntoStack((short)isDisplace);
ds1.PushShortIntoStack(uGeneral == null ? (short)0 : MathUtils.ToShort(uGeneral.GeneralQuality));
ds.PushIntoStack(ds1);
}
PushIntoStack(ds);
}
// 获取佣兵品质
var generalInfoCacheSet = new ShareCacheStruct<GeneralInfo>();
PushIntoStack(_userGeneralArray.Count);
foreach (UserGeneral general in _userGeneralArray)
{
GeneralInfo generalInfo = generalInfoCacheSet.FindKey(general.GeneralID);
DataStruct ds = new DataStruct();
ds.PushIntoStack(general.GeneralID);
ds.PushIntoStack(general.HeadID.ToNotNullString());
ds.PushShortIntoStack(generalInfo == null ? (short)0 : MathUtils.ToShort(generalInfo.GeneralQuality));
PushIntoStack(ds);
}
}