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@@ -242,6 +242,26 @@ public partial class WebSocketSendList
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var sendObj = new WebSocketSendList("ChangeGunMultiple", roomId, userId, multiple);
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WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
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}
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/// <summary>
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/// 玩家挂机(对应服务端 SetPlayerAfkNEW)
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/// 服务端会向房间组广播 PlayerAfkNotice 事件
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/// </summary>
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public static void SetPlayerAfk(string roomId, string userId)
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{
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var sendObj = new WebSocketSendList("SetPlayerAfkNEW", roomId, userId);
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WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
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}
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/// <summary>
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/// 取消挂机(对应服务端 CancelPlayerAfkNEW)
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/// 服务端会向房间组广播 PlayerCancelAfkNotice 事件,并通过 OnFishSpawn(type=sync) 同步当前鱼
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/// </summary>
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public static void CancelPlayerAfk(string roomId, string userId)
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{
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var sendObj = new WebSocketSendList("CancelPlayerAfkNEW", roomId, userId);
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WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
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}
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/// <summary>
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/// 同步等级常量(秒)
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@@ -284,17 +304,14 @@ public partial class WebSocketSendList
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_syncLv1Append.Add(sgd);
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return;
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case FrameDataType.createFish:
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// createFish=3 已废弃:鱼创建改由服务端 OnFishSpawn 下发
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case FrameDataType.changeTurretState:
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case FrameDataType.changeTurret:
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case FrameDataType.freezeFish:
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_syncLv2Append.Add(sgd);
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return;
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case FrameDataType.requestSyncFish:
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// ⭐ 新玩家加载完成的"请求同步鱼":立即发送,房主尽快响应广播
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SendImmediate(BuildJson(sgd));
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return;
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// requestSyncFish=11 已废弃:鱼同步改由服务端 OnFishSpawn(type=sync) 下发
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default:
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_syncLv3Append.Add(sgd);
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