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@@ -13,7 +13,7 @@ message MessageOfStudent |
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int32 fail_num = 5; // 挂科的科目数 |
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double time_until_skill_available = 6; |
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PlaceType place = 7; |
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PropType prop = 8; |
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repeated PropType prop = 8; |
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StudentType student_type = 9; |
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int64 guid = 10; |
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StudentState state = 11; |
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@@ -34,7 +34,7 @@ message MessageOfTricker |
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int32 damage = 4; // 对学生造成的心理伤害 |
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double time_until_skill_available = 5; |
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PlaceType place = 6; |
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PropType prop = 7; |
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repeated PropType prop = 7; |
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TrickerType tricker_type = 8; |
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int64 guid = 9; |
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bool movable = 10; // 是否进入了攻击后摇 |
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@@ -87,6 +87,37 @@ message MessageOfPickedProp //for Unity,直接继承自THUAI5 |
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int64 mapping_id = 5; |
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} |
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message MessageOfClassroom |
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{ |
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int32 x = 1; |
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int32 y = 2; |
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int32 progress = 3; |
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} |
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message MessageOfGate |
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{ |
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int32 x = 1; |
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int32 y = 2; |
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int32 progress = 3; |
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} |
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message MessageOfDoor |
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{ |
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int32 x = 1; |
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int32 y = 2; |
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bool is_open = 3; |
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} |
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message MessageOfMapObj |
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{ |
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oneof message_of_map_obj |
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{ |
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MessageOfClassroom classroom_message = 1; |
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MessageOfDoor door_message = 2; |
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MessageOfGate gate_message = 3; |
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} |
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} |
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message MessageOfMap |
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{ |
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message Row |
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@@ -94,17 +125,27 @@ message MessageOfMap |
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repeated PlaceType col = 1; |
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} |
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repeated Row row = 2; |
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repeated MessageOfMapObj map_obj_message = 3; |
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} |
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message MessageOfObj |
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{ |
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oneof message_of_obj |
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{ |
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MessageOfStudent student_message = 1; |
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MessageOfTricker tricker_message = 2; |
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MessageOfProp prop_message = 3; |
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MessageOfBullet bullet_message = 4; |
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MessageOfBombedBullet bombed_bullet_message = 5; |
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} |
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} |
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message MessageToClient |
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{ |
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repeated MessageOfStudent student_message = 1; |
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repeated MessageOfTricker tricker_message = 2; // 是否真正repeated待定 |
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repeated MessageOfProp prop_message = 3; |
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repeated MessageOfBullet bullet_message = 4; |
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repeated MessageOfBombedBullet bombed_bullet_message = 5; |
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MessageOfMap map_message = 6; |
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GameState game_state = 7; |
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repeated MessageOfObj obj_message = 1; |
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MessageOfMap map_message = 2; |
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GameState game_state = 3; |
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int32 finished_num = 4; // 完成的科目数 |
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} |
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message MoveRes // 如果打算设计撞墙保留平行速度分量,且需要返回值则可用这个(大概没啥用) |
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