using System.Collections;
using System.Collections.Generic;
using Thousandto.Code.Logic.Network;
using UnityEngine;
///
/// 消息拓展类
///
public class MsgExtend
{
static MsgExtend _sharedInstance = null;
public static MsgExtend Instance
{
get
{
return SharedInstance;
}
}
public static MsgExtend SharedInstance
{
get
{
if (_sharedInstance == null)
{
_sharedInstance = new MsgExtend();
}
return _sharedInstance;
}
}
//lua消息ID表
public HashSet ResLuaMsgIDMap = new HashSet();
public HashSet ResLuaExtendMsgIDMap = new HashSet();
private HashSet ResCSMsgIDMap = new HashSet();
private bool isInitMsg = false;
//这个消息是否走lua端
public bool IsGoLuaMsg(uint msgId)
{
if (!isInitMsg)
{
isInitMsg = true;
}
return !ResCSMsgIDMap.Contains(msgId) && (ResLuaMsgIDMap.Contains(msgId) || msgId >= 500000);
}
//这个消息是否是lua扩展消息,lua和C#同时处理
public bool IsGoLuaExtendMsg(uint msgId)
{
return ResLuaExtendMsgIDMap.Contains(msgId);
}
}