func encodeLoginResponse(buffer *packet.Packet, value interface{}) { v := value.(*LoginResponse) buffer.WriteString(v.Uuid) buffer.WriteUint32(v.Level) buffer.WriteFloat32(v.Exp) buffer.WriteUint16(uint16(len(v.Equips))) for i := 0; i < len(v.Equips); i++ { encodeEquipLoadResponse(buffer, v.Equips[i]) } buffer.WriteUint16(uint16(len(v.Friends))) for i := 0; i < len(v.Friends); i++ { buffer.WriteString(v.Friends[i]) } buffer.WriteUint16(uint16(len(v.Ages))) for i := 0; i < len(v.Ages); i++ { buffer.WriteInt32(v.Ages[i]) } }
func encodeEquipUnLoadResponse(buffer *packet.Packet, value interface{}) { v := value.(*EquipUnLoadResponse) buffer.WriteString(v.PlayerID) buffer.WriteString(v.EquipId) buffer.WriteUint32(v.Level) }
func encodeEquipUnLoadParams(buffer *packet.Packet, value interface{}) { v := value.(*EquipUnLoadParams) buffer.WriteString(v.PlayerID) buffer.WriteString(v.EquipId) buffer.WriteString(v.HeroId) }