You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

CopyInfo.cs 25 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544
  1. using Protobuf;
  2. using System.Collections.Generic;
  3. using GameClass.GameObj;
  4. namespace Server
  5. {
  6. public static class CopyInfo
  7. {
  8. // 下面赋值为0的大概率是还没写完 2023-03-03
  9. private static MessageOfStudent Human(Character player)
  10. {
  11. MessageOfStudent msg = new MessageOfStudent();
  12. if (player.IsGhost()) return null;
  13. msg.X = player.Position.x;
  14. msg.Y = player.Position.y;
  15. msg.Speed = player.MoveSpeed;
  16. msg.Determination = player.HP;
  17. msg.FailNum = 0;
  18. msg.TimeUntilSkillAvailable = 0;
  19. //msg.Place = 0; 下面写了
  20. msg.Prop = PropType.NullPropType; // 下面写
  21. msg.StudentType = StudentType.NullStudentType; // 下面写
  22. msg.Guid = 0;
  23. msg.State = StudentState.NullStatus;
  24. msg.FailTime = 0;
  25. msg.EmoTime = 0;
  26. msg.PlayerId = 0;
  27. msg.ViewRange = 0;
  28. msg.Radius = 0;
  29. //msg.Buff[0] = StudentBuffType.NullSbuffType; 下面写了
  30. /* THUAI5中的内容
  31. msg.BulletNum = player.BulletNum;
  32. msg.CanMove = player.CanMove;
  33. msg.CD = player.CD;
  34. msg.GemNum = player.GemNum;
  35. msg.Guid = player.ID;
  36. msg.IsResetting = player.IsResetting;
  37. msg.LifeNum = player.DeathCount + 1;
  38. msg.Radius = player.Radius;
  39. msg.TimeUntilCommonSkillAvailable = player.TimeUntilCommonSkillAvailable;
  40. msg.TeamID = player.TeamID;
  41. msg.PlayerID = player.PlayerID;
  42. msg.IsInvisible = player.IsInvisible;
  43. msg.FacingDirection = player.FacingDirection;
  44. //应该要发队伍分数,这里先发个人分数
  45. msg.MessageOfHuman.Score = player.Score;
  46. //这条暂时没啥用
  47. msg.MessageOfHuman.TimeUntilUltimateSkillAvailable = 0;
  48. msg.MessageOfHuman.Vampire = player.Vampire;*/
  49. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  50. {
  51. if (kvp.Value)
  52. {
  53. switch (kvp.Key) // StudentBuffType具体内容待定
  54. {
  55. case Preparation.Utility.BuffType.Spear:
  56. msg.Buff.Add(StudentBuffType.NullSbuffType);
  57. break;
  58. case Preparation.Utility.BuffType.AddLIFE:
  59. msg.Buff.Add(StudentBuffType.NullSbuffType);
  60. break;
  61. case Preparation.Utility.BuffType.Shield:
  62. msg.Buff.Add(StudentBuffType.NullSbuffType);
  63. break;
  64. case Preparation.Utility.BuffType.AddSpeed:
  65. msg.Buff.Add(StudentBuffType.NullSbuffType);
  66. break;
  67. default:
  68. break;
  69. }
  70. }
  71. }
  72. /*switch (player.Place)
  73. {
  74. case Preparation.Utility.PlaceType.Land:
  75. msg.Place = PlaceType.Land;
  76. break;
  77. case Preparation.Utility.PlaceType.Grass1:
  78. msg.Place = PlaceType.Grass;
  79. break;
  80. case Preparation.Utility.PlaceType.Grass2:
  81. msg.Place = PlaceType.Grass;
  82. break;
  83. case Preparation.Utility.PlaceType.Grass3:
  84. msg.Place = PlaceType.Grass;
  85. break;
  86. // case Preparation.Utility.PlaceType.Invisible:
  87. // msg.MessageOfHuman.Place = Communication.Proto.PlaceType.Invisible;
  88. // break;
  89. default:
  90. msg.Place = PlaceType.NullPlaceType;
  91. break;
  92. }*/
  93. //Character的储存方式可能得改,用enum type存道具和子弹,不应该用对象
  94. //现在懒得改了,有时间再重整一波
  95. if (player.PropInventory == null)
  96. msg.Prop = PropType.NullPropType;
  97. else
  98. {
  99. switch (player.PropInventory.GetPropType())
  100. {
  101. case Preparation.Utility.PropType.Gem:
  102. msg.Prop = PropType.NullPropType;
  103. break;
  104. /*case Preparation.Utility.PropType.addLIFE:
  105. msg.MessageOfHuman.Prop = Communication.Proto.PropType.AddLife;
  106. break;
  107. case Preparation.Utility.PropType.addSpeed:
  108. msg.MessageOfHuman.Prop = Communication.Proto.PropType.AddSpeed;
  109. break;
  110. case Preparation.Utility.PropType.Shield:
  111. msg.MessageOfHuman.Prop = Communication.Proto.PropType.Shield;
  112. break;
  113. case Preparation.Utility.PropType.Spear:
  114. msg.MessageOfHuman.Prop = Communication.Proto.PropType.Spear;
  115. break;*/
  116. default:
  117. msg.Prop = PropType.NullPropType;
  118. break;
  119. }
  120. }
  121. /*switch (player.PassiveSkillType) 需要对接一下,proto里似乎没有这个
  122. {
  123. case Preparation.Utility.PassiveSkillType.RecoverAfterBattle:
  124. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.RecoverAfterBattle;
  125. break;
  126. case Preparation.Utility.PassiveSkillType.SpeedUpWhenLeavingGrass:
  127. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.SpeedUpWhenLeavingGrass;
  128. break;
  129. case Preparation.Utility.PassiveSkillType.Vampire:
  130. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.Vampire;
  131. break;
  132. default:
  133. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.NullPassiveSkillType;
  134. break;
  135. }
  136. switch (player.CommonSkillType)
  137. {
  138. case Preparation.Utility.ActiveSkillType.BecomeAssassin:
  139. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.BecomeAssassin;
  140. break;
  141. case Preparation.Utility.ActiveSkillType.BecomeVampire:
  142. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.BecomeVampire;
  143. break;
  144. case Preparation.Utility.ActiveSkillType.NuclearWeapon:
  145. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.NuclearWeapon;
  146. break;
  147. case Preparation.Utility.ActiveSkillType.SuperFast:
  148. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.SuperFast;
  149. break;
  150. default:
  151. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.NullActiveSkillType;
  152. break;
  153. }
  154. switch (player.BulletOfPlayer)
  155. {
  156. case Preparation.Utility.BulletType.AtomBomb:
  157. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.AtomBomb;
  158. break;
  159. case Preparation.Utility.BulletType.OrdinaryBullet:
  160. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.OrdinaryBullet;
  161. break;
  162. case Preparation.Utility.BulletType.FastBullet:
  163. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.FastBullet;
  164. break;
  165. case Preparation.Utility.BulletType.LineBullet:
  166. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.LineBullet;
  167. break;
  168. default:
  169. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.NullBulletType;
  170. break;
  171. }*/
  172. return msg;
  173. }
  174. private static MessageOfTricker Butcher(Character player)
  175. {
  176. MessageOfTricker msg = new MessageOfTricker();
  177. if (!player.IsGhost()) return null;
  178. msg.X = player.Position.x;
  179. msg.Y = player.Position.y;
  180. msg.Speed = player.MoveSpeed;
  181. msg.Damage = 0;
  182. msg.TimeUntilSkillAvailable = 0;
  183. //msg.Place = 0; 下面写了
  184. msg.Prop = PropType.NullPropType; // 下面写
  185. msg.TrickerType = TrickerType.NullTrickerType; // 下面写
  186. msg.Guid = 0;
  187. msg.Movable = false;
  188. msg.PlayerId = 0;
  189. msg.ViewRange = 0;
  190. msg.Radius = 0;
  191. //msg.Buff[0] = ButcherBuffType.NullSbuffType; 下面写了
  192. /* THUAI5中的内容
  193. msg.BulletNum = player.BulletNum;
  194. msg.CanMove = player.CanMove;
  195. msg.CD = player.CD;
  196. msg.GemNum = player.GemNum;
  197. msg.Guid = player.ID;
  198. msg.IsResetting = player.IsResetting;
  199. msg.LifeNum = player.DeathCount + 1;
  200. msg.Radius = player.Radius;
  201. msg.TimeUntilCommonSkillAvailable = player.TimeUntilCommonSkillAvailable;
  202. msg.TeamID = player.TeamID;
  203. msg.PlayerID = player.PlayerID;
  204. msg.IsInvisible = player.IsInvisible;
  205. msg.FacingDirection = player.FacingDirection;
  206. //应该要发队伍分数,这里先发个人分数
  207. msg.MessageOfHuman.Score = player.Score;
  208. //这条暂时没啥用
  209. msg.MessageOfHuman.TimeUntilUltimateSkillAvailable = 0;
  210. msg.MessageOfHuman.Vampire = player.Vampire;*/
  211. foreach (KeyValuePair<Preparation.Utility.BuffType, bool> kvp in player.Buff)
  212. {
  213. if (kvp.Value)
  214. {
  215. switch (kvp.Key) // ButcherBuffType具体内容待定
  216. {
  217. case Preparation.Utility.BuffType.Spear:
  218. msg.Buff.Add(TrickerBuffType.NullTbuffType);
  219. break;
  220. case Preparation.Utility.BuffType.AddLIFE:
  221. msg.Buff.Add(TrickerBuffType.NullTbuffType);
  222. break;
  223. case Preparation.Utility.BuffType.Shield:
  224. msg.Buff.Add(TrickerBuffType.NullTbuffType);
  225. break;
  226. case Preparation.Utility.BuffType.AddSpeed:
  227. msg.Buff.Add(TrickerBuffType.NullTbuffType);
  228. break;
  229. default:
  230. break;
  231. }
  232. }
  233. }
  234. /*switch (player.Place)
  235. {
  236. case Preparation.Utility.PlaceType.Land:
  237. msg.Place = PlaceType.Land;
  238. break;
  239. case Preparation.Utility.PlaceType.Grass1:
  240. msg.Place = PlaceType.Grass;
  241. break;
  242. case Preparation.Utility.PlaceType.Grass2:
  243. msg.Place = PlaceType.Grass;
  244. break;
  245. case Preparation.Utility.PlaceType.Grass3:
  246. msg.Place = PlaceType.Grass;
  247. break;
  248. // case Preparation.Utility.PlaceType.Invisible:
  249. // msg.MessageOfHuman.Place = Communication.Proto.PlaceType.Invisible;
  250. // break;
  251. default:
  252. msg.Place = PlaceType.NullPlaceType;
  253. break;
  254. }*/
  255. //Character的储存方式可能得改,用enum type存道具和子弹,不应该用对象
  256. //现在懒得改了,有时间再重整一波
  257. if (player.PropInventory == null)
  258. msg.Prop = PropType.NullPropType;
  259. else
  260. {
  261. switch (player.PropInventory.GetPropType())
  262. {
  263. case Preparation.Utility.PropType.Gem:
  264. msg.Prop = PropType.NullPropType;
  265. break;
  266. /*case Preparation.Utility.PropType.addLIFE:
  267. msg.MessageOfHuman.Prop = Communication.Proto.PropType.AddLife;
  268. break;
  269. case Preparation.Utility.PropType.addSpeed:
  270. msg.MessageOfHuman.Prop = Communication.Proto.PropType.AddSpeed;
  271. break;
  272. case Preparation.Utility.PropType.Shield:
  273. msg.MessageOfHuman.Prop = Communication.Proto.PropType.Shield;
  274. break;
  275. case Preparation.Utility.PropType.Spear:
  276. msg.MessageOfHuman.Prop = Communication.Proto.PropType.Spear;
  277. break;*/
  278. default:
  279. msg.Prop = PropType.NullPropType;
  280. break;
  281. }
  282. }
  283. /*switch (player.PassiveSkillType) 需要对接一下,proto里似乎没有这个
  284. {
  285. case Preparation.Utility.PassiveSkillType.RecoverAfterBattle:
  286. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.RecoverAfterBattle;
  287. break;
  288. case Preparation.Utility.PassiveSkillType.SpeedUpWhenLeavingGrass:
  289. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.SpeedUpWhenLeavingGrass;
  290. break;
  291. case Preparation.Utility.PassiveSkillType.Vampire:
  292. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.Vampire;
  293. break;
  294. default:
  295. msg.MessageOfHuman.PassiveSkillType = Communication.Proto.PassiveSkillType.NullPassiveSkillType;
  296. break;
  297. }
  298. switch (player.CommonSkillType)
  299. {
  300. case Preparation.Utility.ActiveSkillType.BecomeAssassin:
  301. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.BecomeAssassin;
  302. break;
  303. case Preparation.Utility.ActiveSkillType.BecomeVampire:
  304. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.BecomeVampire;
  305. break;
  306. case Preparation.Utility.ActiveSkillType.NuclearWeapon:
  307. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.NuclearWeapon;
  308. break;
  309. case Preparation.Utility.ActiveSkillType.SuperFast:
  310. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.SuperFast;
  311. break;
  312. default:
  313. msg.MessageOfHuman.ActiveSkillType = Communication.Proto.ActiveSkillType.NullActiveSkillType;
  314. break;
  315. }
  316. switch (player.BulletOfPlayer)
  317. {
  318. case Preparation.Utility.BulletType.AtomBomb:
  319. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.AtomBomb;
  320. break;
  321. case Preparation.Utility.BulletType.OrdinaryBullet:
  322. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.OrdinaryBullet;
  323. break;
  324. case Preparation.Utility.BulletType.FastBullet:
  325. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.FastBullet;
  326. break;
  327. case Preparation.Utility.BulletType.LineBullet:
  328. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.LineBullet;
  329. break;
  330. default:
  331. msg.MessageOfHuman.BulletType = Communication.Proto.BulletType.NullBulletType;
  332. break;
  333. }*/
  334. return msg;
  335. }
  336. /*private static MessageToClient.Types.GameObjMessage Bullet(Bullet bullet)
  337. {
  338. MessageToClient.Types.GameObjMessage msg = new MessageToClient.Types.GameObjMessage();
  339. msg.MessageOfBullet = new MessageOfBullet();
  340. msg.MessageOfBullet.FacingDirection = bullet.FacingDirection;
  341. msg.MessageOfBullet.Guid = bullet.ID;
  342. msg.MessageOfBullet.BombRange = BulletFactory.BulletBombRange(bullet.TypeOfBullet);
  343. switch (bullet.TypeOfBullet)
  344. {
  345. case Preparation.Utility.BulletType.AtomBomb:
  346. msg.MessageOfBullet.Type = Communication.Proto.BulletType.AtomBomb;
  347. break;
  348. case Preparation.Utility.BulletType.OrdinaryBullet:
  349. msg.MessageOfBullet.Type = Communication.Proto.BulletType.OrdinaryBullet;
  350. break;
  351. case Preparation.Utility.BulletType.FastBullet:
  352. msg.MessageOfBullet.Type = Communication.Proto.BulletType.FastBullet;
  353. break;
  354. case Preparation.Utility.BulletType.LineBullet:
  355. msg.MessageOfBullet.Type = Communication.Proto.BulletType.LineBullet;
  356. break;
  357. default:
  358. msg.MessageOfBullet.Type = Communication.Proto.BulletType.NullBulletType;
  359. break;
  360. }
  361. msg.MessageOfBullet.X = bullet.Position.x;
  362. msg.MessageOfBullet.Y = bullet.Position.y;
  363. if (bullet.Parent != null)
  364. msg.MessageOfBullet.ParentTeamID = bullet.Parent.TeamID;
  365. switch (bullet.Place)
  366. {
  367. case Preparation.Utility.PlacccceType.Land:
  368. msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Land;
  369. break;
  370. case Preparation.Utility.PlacccceType.Grass1:
  371. msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass1;
  372. break;
  373. case Preparation.Utility.PlacccceType.Grass2:
  374. msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass2;
  375. break;
  376. case Preparation.Utility.PlacccceType.Grass3:
  377. msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.Grass3;
  378. break;
  379. default:
  380. msg.MessageOfBullet.Place = Communication.Proto.PlacccceType.NullPlaceType;
  381. break;
  382. }
  383. return msg;
  384. }*/
  385. private static MessageOfProp Prop(Prop prop)
  386. {
  387. MessageOfProp msg = new MessageOfProp();
  388. //msg.Type = PropType.NullPropType; 下面写
  389. msg.X = prop.Position.x;
  390. msg.Y = prop.Position.y;
  391. msg.FacingDirection = 0;
  392. msg.Guid = 0;
  393. msg.Place = PlaceType.NullPlaceType;
  394. msg.Size = 0;
  395. msg.IsMoving = false;
  396. /* THUAI5中的内容
  397. msg.MessageOfProp.FacingDirection = prop.FacingDirection;
  398. msg.MessageOfProp.Guid = prop.ID;
  399. msg.MessageOfProp.IsMoving = prop.IsMoving;*/
  400. switch (prop.GetPropType())
  401. {
  402. /*case Preparation.Utility.PropType.Gem:
  403. msg.Type = PropType.Gem;
  404. break;
  405. case Preparation.Utility.PropType.addLIFE:
  406. msg.Type = PropType.AddLife;
  407. break;
  408. case Preparation.Utility.PropType.addSpeed:
  409. msg.Type = PropType.AddSpeed;
  410. break;
  411. case Preparation.Utility.PropType.Shield:
  412. msg.Type = PropType.Shield;
  413. break;
  414. case Preparation.Utility.PropType.Spear:
  415. msg.Type = PropType.Spear;
  416. break;*/
  417. default:
  418. msg.Type = PropType.NullPropType;
  419. break;
  420. }
  421. /*if(prop is Gem)
  422. {
  423. msg.MessageOfProp.Size = ((Gem)prop).Size;
  424. }
  425. else
  426. {
  427. msg.MessageOfProp.Size = 1;
  428. }
  429. switch (prop.Place)
  430. {
  431. case Preparation.Utility.PlacccceType.Land:
  432. msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Land;
  433. break;
  434. case Preparation.Utility.PlacccceType.Grass1:
  435. msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass1;
  436. break;
  437. case Preparation.Utility.PlacccceType.Grass2:
  438. msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass2;
  439. break;
  440. case Preparation.Utility.PlacccceType.Grass3:
  441. msg.MessageOfProp.Place = Communication.Proto.PlacccceType.Grass3;
  442. break;
  443. default:
  444. msg.MessageOfProp.Place = Communication.Proto.PlacccceType.NullPlaceType;
  445. break;
  446. }*/
  447. return msg;
  448. }
  449. /*private static MessageOfBombedBullet BombedBullet(BombedBullet bombedBullet)
  450. {
  451. MessageOfBombedBullet msg = new MessageOfBombedBullet;
  452. msg.FacingDirection = bombedBullet.FacingDirection;
  453. msg.X = bombedBullet.bulletHasBombed.Position.x;
  454. msg.Y = bombedBullet.bulletHasBombed.Position.y;
  455. msg.MappingID = bombedBullet.MappingID;
  456. msg.BombRange = BulletFactory.BulletBombRange(bombedBullet.bulletHasBombed.TypeOfBullet);
  457. switch (bombedBullet.bulletHasBombed.TypeOfBullet)
  458. {
  459. case Preparation.Utility.BulletType.OrdinaryBullet:
  460. msg.MessageOfBombedBullet.Type = Communication.Proto.BulletType.OrdinaryBullet;
  461. break;
  462. case Preparation.Utility.BulletType.AtomBomb:
  463. msg.MessageOfBombedBullet.Type = Communication.Proto.BulletType.AtomBomb;
  464. break;
  465. case Preparation.Utility.BulletType.FastBullet:
  466. msg.MessageOfBombedBullet.Type = Communication.Proto.BulletType.FastBullet;
  467. break;
  468. case Preparation.Utility.BulletType.LineBullet:
  469. msg.MessageOfBombedBullet.Type = Communication.Proto.BulletType.LineBullet;
  470. break;
  471. default:
  472. msg.MessageOfBombedBullet.Type = Communication.Proto.BulletType.NullBulletType;
  473. break;
  474. }
  475. return msg;
  476. }*/
  477. /*private static MessageToClient.Types.GameObjMessage PickedProp(PickedProp pickedProp)
  478. {
  479. MessageToClient.Types.GameObjMessage msg = new MessageToClient.Types.GameObjMessage();
  480. msg.MessageOfPickedProp = new MessageOfPickedProp();
  481. msg.MessageOfPickedProp.MappingID = pickedProp.MappingID;
  482. msg.MessageOfPickedProp.X = pickedProp.PropHasPicked.Position.x;
  483. msg.MessageOfPickedProp.Y = pickedProp.PropHasPicked.Position.y;
  484. msg.MessageOfPickedProp.FacingDirection = pickedProp.PropHasPicked.FacingDirection;
  485. switch (pickedProp.PropHasPicked.GetPropType())
  486. {
  487. case Preparation.Utility.PropType.Gem:
  488. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Gem;
  489. break;
  490. case Preparation.Utility.PropType.addLIFE:
  491. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.AddLife;
  492. break;
  493. case Preparation.Utility.PropType.addSpeed:
  494. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.AddSpeed;
  495. break;
  496. case Preparation.Utility.PropType.Shield:
  497. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Shield;
  498. break;
  499. case Preparation.Utility.PropType.Spear:
  500. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.Spear;
  501. break;
  502. default:
  503. msg.MessageOfPickedProp.Type = Communication.Proto.PropType.NullPropType;
  504. break;
  505. }
  506. return msg;
  507. }*/
  508. }
  509. }