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CopyInfo.cs 25 kB

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