#include "SunClientPrecompiledHeader.h" #include "InstanceDungeonScene.h" #include "ObjectManager.h" #include "hero.h" #include "BattleLobby.h" #include "LoadScene.h" #include "ChatDialog.h" #include "UserSlot.h" #include "HeroActionInput.h" #include "BattleScene.h" #include "interfacemanager.h" #include "globalfunc.h" //---------------------------------------------------------------------------- /** */ void InstanceDungeonScene::ParsePacket( MSG_BASE * pMsg ) { switch ( pMsg->m_byCategory ) { case CG_SYNC: { OnRecvCG_SYNC( pMsg ); } break; case CG_STATUS: { OnRecvCG_STATUS( pMsg ); } break; case CG_PVP: { OnRecvCG_InstanceDungeon( pMsg ); } break; default: { BattleScene::ParsePacket( pMsg ); } break; } } //---------------------------------------------------------------------------- /** @Remark - !! ´Ü, PVP ÁøÇàÁß¿¡ À¯Àú°¡ µé¾î¿Ã ¼ö ¾ø´Ù. ±âȹÆÀ°ú ³íÀÇµÈ ³»¿ë. */ void InstanceDungeonScene::OnRecvCG_SYNC( MSG_BASE * pMsg ) { BattleScene::OnRecvCG_SYNC( pMsg ); switch ( pMsg->m_byProtocol ) { case CG_SYNC_PLAYER_ENTER_ACK: { MSG_CG_SYNC_PLAYER_ENTER_ACK * pRecvMsg = (MSG_CG_SYNC_PLAYER_ENTER_ACK *)pMsg; pRecvMsg->Decode(); } break; } } //---------------------------------------------------------------------------- /** */ void InstanceDungeonScene::OnRecvCG_STATUS( MSG_BASE * pMsg ) { BattleScene::OnRecvCG_STATUS( pMsg ); switch ( pMsg->m_byProtocol ) { case CG_STATUS_RESURRECTION_BRD: { MSG_CG_STATUS_RESURRECTION_BRD * pRecvMsg = (MSG_CG_STATUS_RESURRECTION_BRD *)pMsg; } break; case CG_STATUS_DEAD_BRD : { MSG_CG_STATUS_DEAD_BRD *pRecvPacket = (MSG_CG_STATUS_DEAD_BRD *)pMsg; } break; default: break; } } //---------------------------------------------------------------------------- /** */ void InstanceDungeonScene::OnRecvCG_InstanceDungeon( MSG_BASE * pMsg ) { }