using EggLink.DanhengServer.Game.Scene; using EggLink.DanhengServer.Game.Scene.Entity; using EggLink.DanhengServer.Proto; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace EggLink.DanhengServer.Server.Packet.Send.Scene { public class PacketSyncEntityBuffChangeListScNotify : BasePacket { public PacketSyncEntityBuffChangeListScNotify(IGameEntity entity, SceneBuff buff) : base(CmdIds.SyncEntityBuffChangeListScNotify) { var proto = new SyncEntityBuffChangeListScNotify(); var change = new EntityBuffChange() { EntityId = (uint)entity.EntityID, BuffChangeInfo = buff.ToProto(), }; proto.EntityBuffChangeList.Add(change); SetData(proto); } public PacketSyncEntityBuffChangeListScNotify(IGameEntity entity, List buffs) : base(CmdIds.SyncEntityBuffChangeListScNotify) { var proto = new SyncEntityBuffChangeListScNotify(); foreach (var buff in buffs) { buff.Duration = 0; var change = new EntityBuffChange() { EntityId = (uint)entity.EntityID, BuffChangeInfo = buff.ToProto(), }; proto.EntityBuffChangeList.Add(change); } SetData(proto); } } }