resources

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v1.36.11-2024110820091... Latest Latest
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Published: unknown License: BSD-3-Clause Imports: 4 Imported by: 0

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Index

Constants

This section is empty.

Variables

View Source
var (
	GameState_name = map[int32]string{
		0: "GAME_STATE_UNKNOWN",
		1: "GAME_STATE_WAIT",
		2: "GAME_STATE_PLAY",
		3: "GAME_STATE_EXIT",
		4: "GAME_STATE_FINISH",
		5: "GAME_STATE_RESULT",
	}
	GameState_value = map[string]int32{
		"GAME_STATE_UNKNOWN": 0,
		"GAME_STATE_WAIT":    1,
		"GAME_STATE_PLAY":    2,
		"GAME_STATE_EXIT":    3,
		"GAME_STATE_FINISH":  4,
		"GAME_STATE_RESULT":  5,
	}
)

Enum value maps for GameState.

View Source
var (
	Event_name = map[int32]string{
		0: "EVENT_UNKNOWN",
		1: "EVENT_ENTER_ROOM",
		2: "EVENT_GAME_START",
		3: "EVENT_TIMER",
		4: "EVENT_STATS",
		5: "EVENT_RESULT",
		6: "EVENT_STACK_BLOCK",
		7: "EVENT_EXIT_ROOM",
	}
	Event_value = map[string]int32{
		"EVENT_UNKNOWN":     0,
		"EVENT_ENTER_ROOM":  1,
		"EVENT_GAME_START":  2,
		"EVENT_TIMER":       3,
		"EVENT_STATS":       4,
		"EVENT_RESULT":      5,
		"EVENT_STACK_BLOCK": 6,
		"EVENT_EXIT_ROOM":   7,
	}
)

Enum value maps for Event.

View Source
var (
	HandState_name = map[int32]string{
		0: "HAND_STATE_UNKNOWN",
		1: "HAND_STATE_HOLDING",
		2: "HAND_STATE_OPENING",
	}
	HandState_value = map[string]int32{
		"HAND_STATE_UNKNOWN": 0,
		"HAND_STATE_HOLDING": 1,
		"HAND_STATE_OPENING": 2,
	}
)

Enum value maps for HandState.

View Source
var (
	ObjectState_name = map[int32]string{
		0: "OBJECT_STATE_UNKNOWN",
		1: "OBJECT_STATE_STAYING",
		2: "OBJECT_STATE_MOVING",
		3: "OBJECT_STATE_FORCING",
	}
	ObjectState_value = map[string]int32{
		"OBJECT_STATE_UNKNOWN": 0,
		"OBJECT_STATE_STAYING": 1,
		"OBJECT_STATE_MOVING":  2,
		"OBJECT_STATE_FORCING": 3,
	}
)

Enum value maps for ObjectState.

View Source
var (
	ObjectKind_name = map[int32]string{
		0: "OBJECT_KIND_UNKNOWN",
		1: "OBJECT_KIND_RECTANGULAR",
	}
	ObjectKind_value = map[string]int32{
		"OBJECT_KIND_UNKNOWN":     0,
		"OBJECT_KIND_RECTANGULAR": 1,
	}
)

Enum value maps for ObjectKind.

View Source
var (
	Mode_name = map[int32]string{
		0: "MODE_UNKNOWN",
		1: "MODE_TIME_ATTACK",
		2: "MODE_MULTI",
		3: "MODE_TRAINING",
	}
	Mode_value = map[string]int32{
		"MODE_UNKNOWN":     0,
		"MODE_TIME_ATTACK": 1,
		"MODE_MULTI":       2,
		"MODE_TRAINING":    3,
	}
)

Enum value maps for Mode.

View Source
var (
	Direction_name = map[int32]string{
		0: "DIRECTION_UNKNOWN",
		1: "DIRECTION_FRONT",
		2: "DIRECTION_BACK",
		3: "DIRECTION_LEFT",
		4: "DIRECTION_RIGHT",
	}
	Direction_value = map[string]int32{
		"DIRECTION_UNKNOWN": 0,
		"DIRECTION_FRONT":   1,
		"DIRECTION_BACK":    2,
		"DIRECTION_LEFT":    3,
		"DIRECTION_RIGHT":   4,
	}
)

Enum value maps for Direction.

View Source
var File_game_resources_game_proto protoreflect.FileDescriptor

Functions

This section is empty.

Types

type Direction

type Direction int32
const (
	Direction_DIRECTION_UNKNOWN Direction = 0
	Direction_DIRECTION_FRONT   Direction = 1
	Direction_DIRECTION_BACK    Direction = 2
	Direction_DIRECTION_LEFT    Direction = 3
	Direction_DIRECTION_RIGHT   Direction = 4
)

func (Direction) Descriptor

func (Direction) Descriptor() protoreflect.EnumDescriptor

func (Direction) Enum

func (x Direction) Enum() *Direction

func (Direction) Number

func (x Direction) Number() protoreflect.EnumNumber

func (Direction) String

func (x Direction) String() string

func (Direction) Type

type Event

type Event int32
const (
	Event_EVENT_UNKNOWN     Event = 0
	Event_EVENT_ENTER_ROOM  Event = 1
	Event_EVENT_GAME_START  Event = 2
	Event_EVENT_TIMER       Event = 3
	Event_EVENT_STATS       Event = 4
	Event_EVENT_RESULT      Event = 5
	Event_EVENT_STACK_BLOCK Event = 6
	Event_EVENT_EXIT_ROOM   Event = 7
)

func (Event) Descriptor

func (Event) Descriptor() protoreflect.EnumDescriptor

func (Event) Enum

func (x Event) Enum() *Event

func (Event) Number

func (x Event) Number() protoreflect.EnumNumber

func (Event) String

func (x Event) String() string

func (Event) Type

func (Event) Type() protoreflect.EnumType

type GameState

type GameState int32
const (
	GameState_GAME_STATE_UNKNOWN GameState = 0
	GameState_GAME_STATE_WAIT    GameState = 1
	GameState_GAME_STATE_PLAY    GameState = 2
	GameState_GAME_STATE_EXIT    GameState = 3
	GameState_GAME_STATE_FINISH  GameState = 4
	GameState_GAME_STATE_RESULT  GameState = 5
)

func (GameState) Descriptor

func (GameState) Descriptor() protoreflect.EnumDescriptor

func (GameState) Enum

func (x GameState) Enum() *GameState

func (GameState) Number

func (x GameState) Number() protoreflect.EnumNumber

func (GameState) String

func (x GameState) String() string

func (GameState) Type

type Hand

type Hand struct {
	UserId         string    `protobuf:"bytes,1,opt,name=user_id,json=userId,proto3" json:"user_id,omitempty"`
	State          HandState `protobuf:"varint,2,opt,name=state,proto3,enum=game.resources.HandState" json:"state,omitempty"`
	CenterPosition *Vector3  `protobuf:"bytes,3,opt,name=center_position,json=centerPosition,proto3" json:"center_position,omitempty"`
	ActionPosition *Vector3  `protobuf:"bytes,4,opt,name=action_position,json=actionPosition,proto3" json:"action_position,omitempty"`
	// contains filtered or unexported fields
}

func (*Hand) ClearActionPosition

func (x *Hand) ClearActionPosition()

func (*Hand) ClearCenterPosition

func (x *Hand) ClearCenterPosition()

func (*Hand) GetActionPosition

func (x *Hand) GetActionPosition() *Vector3

func (*Hand) GetCenterPosition

func (x *Hand) GetCenterPosition() *Vector3

func (*Hand) GetState

func (x *Hand) GetState() HandState

func (*Hand) GetUserId

func (x *Hand) GetUserId() string

func (*Hand) HasActionPosition

func (x *Hand) HasActionPosition() bool

func (*Hand) HasCenterPosition

func (x *Hand) HasCenterPosition() bool

func (*Hand) ProtoMessage

func (*Hand) ProtoMessage()

func (*Hand) ProtoReflect

func (x *Hand) ProtoReflect() protoreflect.Message

func (*Hand) Reset

func (x *Hand) Reset()

func (*Hand) SetActionPosition

func (x *Hand) SetActionPosition(v *Vector3)

func (*Hand) SetCenterPosition

func (x *Hand) SetCenterPosition(v *Vector3)

func (*Hand) SetState

func (x *Hand) SetState(v HandState)

func (*Hand) SetUserId

func (x *Hand) SetUserId(v string)

func (*Hand) String

func (x *Hand) String() string

type HandState

type HandState int32
const (
	HandState_HAND_STATE_UNKNOWN HandState = 0
	HandState_HAND_STATE_HOLDING HandState = 1
	HandState_HAND_STATE_OPENING HandState = 2
)

func (HandState) Descriptor

func (HandState) Descriptor() protoreflect.EnumDescriptor

func (HandState) Enum

func (x HandState) Enum() *HandState

func (HandState) Number

func (x HandState) Number() protoreflect.EnumNumber

func (HandState) String

func (x HandState) String() string

func (HandState) Type

type Hand_builder

type Hand_builder struct {
	UserId         string
	State          HandState
	CenterPosition *Vector3
	ActionPosition *Vector3
	// contains filtered or unexported fields
}

func (Hand_builder) Build

func (b0 Hand_builder) Build() *Hand

type Mode

type Mode int32
const (
	Mode_MODE_UNKNOWN     Mode = 0
	Mode_MODE_TIME_ATTACK Mode = 1
	Mode_MODE_MULTI       Mode = 2
	Mode_MODE_TRAINING    Mode = 3
)

func (Mode) Descriptor

func (Mode) Descriptor() protoreflect.EnumDescriptor

func (Mode) Enum

func (x Mode) Enum() *Mode

func (Mode) Number

func (x Mode) Number() protoreflect.EnumNumber

func (Mode) String

func (x Mode) String() string

func (Mode) Type

func (Mode) Type() protoreflect.EnumType

type Object

type Object struct {
	ObjectId string      `protobuf:"bytes,1,opt,name=object_id,json=objectId,proto3" json:"object_id,omitempty"`
	Layer    int32       `protobuf:"varint,2,opt,name=layer,proto3" json:"layer,omitempty"`
	Kinds    ObjectKind  `protobuf:"varint,3,opt,name=kinds,proto3,enum=game.resources.ObjectKind" json:"kinds,omitempty"`
	State    ObjectState `protobuf:"varint,4,opt,name=state,proto3,enum=game.resources.ObjectState" json:"state,omitempty"`
	Position *Vector3    `protobuf:"bytes,5,opt,name=position,proto3" json:"position,omitempty"`
	Size     *Vector3    `protobuf:"bytes,6,opt,name=size,proto3" json:"size,omitempty"`
	// contains filtered or unexported fields
}

func (*Object) ClearPosition

func (x *Object) ClearPosition()

func (*Object) ClearSize

func (x *Object) ClearSize()

func (*Object) GetKinds

func (x *Object) GetKinds() ObjectKind

func (*Object) GetLayer

func (x *Object) GetLayer() int32

func (*Object) GetObjectId

func (x *Object) GetObjectId() string

func (*Object) GetPosition

func (x *Object) GetPosition() *Vector3

func (*Object) GetSize

func (x *Object) GetSize() *Vector3

func (*Object) GetState

func (x *Object) GetState() ObjectState

func (*Object) HasPosition

func (x *Object) HasPosition() bool

func (*Object) HasSize

func (x *Object) HasSize() bool

func (*Object) ProtoMessage

func (*Object) ProtoMessage()

func (*Object) ProtoReflect

func (x *Object) ProtoReflect() protoreflect.Message

func (*Object) Reset

func (x *Object) Reset()

func (*Object) SetKinds

func (x *Object) SetKinds(v ObjectKind)

func (*Object) SetLayer

func (x *Object) SetLayer(v int32)

func (*Object) SetObjectId

func (x *Object) SetObjectId(v string)

func (*Object) SetPosition

func (x *Object) SetPosition(v *Vector3)

func (*Object) SetSize

func (x *Object) SetSize(v *Vector3)

func (*Object) SetState

func (x *Object) SetState(v ObjectState)

func (*Object) String

func (x *Object) String() string

type ObjectKind

type ObjectKind int32
const (
	ObjectKind_OBJECT_KIND_UNKNOWN     ObjectKind = 0
	ObjectKind_OBJECT_KIND_RECTANGULAR ObjectKind = 1
)

func (ObjectKind) Descriptor

func (ObjectKind) Descriptor() protoreflect.EnumDescriptor

func (ObjectKind) Enum

func (x ObjectKind) Enum() *ObjectKind

func (ObjectKind) Number

func (x ObjectKind) Number() protoreflect.EnumNumber

func (ObjectKind) String

func (x ObjectKind) String() string

func (ObjectKind) Type

type ObjectState

type ObjectState int32
const (
	ObjectState_OBJECT_STATE_UNKNOWN ObjectState = 0
	ObjectState_OBJECT_STATE_STAYING ObjectState = 1
	ObjectState_OBJECT_STATE_MOVING  ObjectState = 2
	ObjectState_OBJECT_STATE_FORCING ObjectState = 3
)

func (ObjectState) Descriptor

func (ObjectState) Enum

func (x ObjectState) Enum() *ObjectState

func (ObjectState) Number

func (x ObjectState) Number() protoreflect.EnumNumber

func (ObjectState) String

func (x ObjectState) String() string

func (ObjectState) Type

type Object_builder

type Object_builder struct {
	ObjectId string
	Layer    int32
	Kinds    ObjectKind
	State    ObjectState
	Position *Vector3
	Size     *Vector3
	// contains filtered or unexported fields
}

func (Object_builder) Build

func (b0 Object_builder) Build() *Object

type Player

type Player struct {
	PlayerId  string    `protobuf:"bytes,1,opt,name=player_id,json=playerId,proto3" json:"player_id,omitempty"`
	Name      string    `protobuf:"bytes,2,opt,name=name,proto3" json:"name,omitempty"`
	Color     string    `protobuf:"bytes,3,opt,name=color,proto3" json:"color,omitempty"`
	Score     int32     `protobuf:"varint,4,opt,name=score,proto3" json:"score,omitempty"`
	Rank      int32     `protobuf:"varint,5,opt,name=rank,proto3" json:"rank,omitempty"`
	Time      int32     `protobuf:"varint,6,opt,name=time,proto3" json:"time,omitempty"`
	Direction Direction `protobuf:"varint,7,opt,name=direction,proto3,enum=game.resources.Direction" json:"direction,omitempty"`
	// contains filtered or unexported fields
}

func (*Player) GetColor

func (x *Player) GetColor() string

func (*Player) GetDirection

func (x *Player) GetDirection() Direction

func (*Player) GetName

func (x *Player) GetName() string

func (*Player) GetPlayerId

func (x *Player) GetPlayerId() string

func (*Player) GetRank

func (x *Player) GetRank() int32

func (*Player) GetScore

func (x *Player) GetScore() int32

func (*Player) GetTime

func (x *Player) GetTime() int32

func (*Player) ProtoMessage

func (*Player) ProtoMessage()

func (*Player) ProtoReflect

func (x *Player) ProtoReflect() protoreflect.Message

func (*Player) Reset

func (x *Player) Reset()

func (*Player) SetColor

func (x *Player) SetColor(v string)

func (*Player) SetDirection

func (x *Player) SetDirection(v Direction)

func (*Player) SetName

func (x *Player) SetName(v string)

func (*Player) SetPlayerId

func (x *Player) SetPlayerId(v string)

func (*Player) SetRank

func (x *Player) SetRank(v int32)

func (*Player) SetScore

func (x *Player) SetScore(v int32)

func (*Player) SetTime

func (x *Player) SetTime(v int32)

func (*Player) String

func (x *Player) String() string

type Player_builder

type Player_builder struct {
	PlayerId  string
	Name      string
	Color     string
	Score     int32
	Rank      int32
	Time      int32
	Direction Direction
	// contains filtered or unexported fields
}

func (Player_builder) Build

func (b0 Player_builder) Build() *Player

type Stat

type Stat struct {
	PlayerId              string `protobuf:"bytes,1,opt,name=player_id,json=playerId,proto3" json:"player_id,omitempty"`
	Score                 int32  `protobuf:"varint,2,opt,name=score,proto3" json:"score,omitempty"`
	Rank                  int32  `protobuf:"varint,3,opt,name=rank,proto3" json:"rank,omitempty"`
	RankScore             int32  `protobuf:"varint,4,opt,name=rank_score,json=rankScore,proto3" json:"rank_score,omitempty"`
	RankScoreDiff         int32  `protobuf:"varint,5,opt,name=rank_score_diff,json=rankScoreDiff,proto3" json:"rank_score_diff,omitempty"`
	RankScoreDiffRate     int32  `protobuf:"varint,6,opt,name=rank_score_diff_rate,json=rankScoreDiffRate,proto3" json:"rank_score_diff_rate,omitempty"`
	RankScoreDiffRateRank int32  `` /* 131-byte string literal not displayed */
	// contains filtered or unexported fields
}

func (*Stat) GetPlayerId

func (x *Stat) GetPlayerId() string

func (*Stat) GetRank

func (x *Stat) GetRank() int32

func (*Stat) GetRankScore

func (x *Stat) GetRankScore() int32

func (*Stat) GetRankScoreDiff

func (x *Stat) GetRankScoreDiff() int32

func (*Stat) GetRankScoreDiffRate

func (x *Stat) GetRankScoreDiffRate() int32

func (*Stat) GetRankScoreDiffRateRank

func (x *Stat) GetRankScoreDiffRateRank() int32

func (*Stat) GetScore

func (x *Stat) GetScore() int32

func (*Stat) ProtoMessage

func (*Stat) ProtoMessage()

func (*Stat) ProtoReflect

func (x *Stat) ProtoReflect() protoreflect.Message

func (*Stat) Reset

func (x *Stat) Reset()

func (*Stat) SetPlayerId

func (x *Stat) SetPlayerId(v string)

func (*Stat) SetRank

func (x *Stat) SetRank(v int32)

func (*Stat) SetRankScore

func (x *Stat) SetRankScore(v int32)

func (*Stat) SetRankScoreDiff

func (x *Stat) SetRankScoreDiff(v int32)

func (*Stat) SetRankScoreDiffRate

func (x *Stat) SetRankScoreDiffRate(v int32)

func (*Stat) SetRankScoreDiffRateRank

func (x *Stat) SetRankScoreDiffRateRank(v int32)

func (*Stat) SetScore

func (x *Stat) SetScore(v int32)

func (*Stat) String

func (x *Stat) String() string

type Stat_builder

type Stat_builder struct {
	PlayerId              string
	Score                 int32
	Rank                  int32
	RankScore             int32
	RankScoreDiff         int32
	RankScoreDiffRate     int32
	RankScoreDiffRateRank int32
	// contains filtered or unexported fields
}

func (Stat_builder) Build

func (b0 Stat_builder) Build() *Stat

type Vector3

type Vector3 struct {
	X float64 `protobuf:"fixed64,1,opt,name=x,proto3" json:"x,omitempty"`
	Y float64 `protobuf:"fixed64,2,opt,name=y,proto3" json:"y,omitempty"`
	Z float64 `protobuf:"fixed64,3,opt,name=z,proto3" json:"z,omitempty"`
	// contains filtered or unexported fields
}

func (*Vector3) GetX

func (x *Vector3) GetX() float64

func (*Vector3) GetY

func (x *Vector3) GetY() float64

func (*Vector3) GetZ

func (x *Vector3) GetZ() float64

func (*Vector3) ProtoMessage

func (*Vector3) ProtoMessage()

func (*Vector3) ProtoReflect

func (x *Vector3) ProtoReflect() protoreflect.Message

func (*Vector3) Reset

func (x *Vector3) Reset()

func (*Vector3) SetX

func (x *Vector3) SetX(v float64)

func (*Vector3) SetY

func (x *Vector3) SetY(v float64)

func (*Vector3) SetZ

func (x *Vector3) SetZ(v float64)

func (*Vector3) String

func (x *Vector3) String() string

type Vector3_builder

type Vector3_builder struct {
	X float64
	Y float64
	Z float64
	// contains filtered or unexported fields
}

func (Vector3_builder) Build

func (b0 Vector3_builder) Build() *Vector3

Source Files

  • game.pb.go

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