Beispiel #1
0
    private void InstanceUnLoadObj(KBEngine.Entity entity)
    {
        if (entity.className == "Avatar")
        {
            KBEngine.Avatar avatar = (KBEngine.Avatar)entity;

            GameObject obj = (GameObject)Resources.Load("Prefabs/AvatarPlayer");
            obj = Instantiate(obj, avatar.position, Quaternion.identity) as UnityEngine.GameObject;
            SpaceData.Instance.SpacePlayers.Add(((KBEngine.Avatar)entity).componentFrameSync);
            SpaceData.Instance.SpacePlayers = SpaceData.Instance.SpacePlayers.OrderBy(s => s.seatNo).ToList();


            if (avatar.teamID == CommonConfigs.RED_TEAM_ID)
            {
                //变换头发
            }
            obj.transform.forward = avatar.direction;

            if (entity.isPlayer())
            {
                AvatarPlayer      = obj;
                AvatarPlayer.name = PlayerCommonName.AvatarPlayerName;

                AddCameraFllow();
                AddController();
                // Debug.Log("entity_entity_entity:::" + entity.id + ",CurWeapon:::" + GameManager.Instance.CurWeapon);
            }
            FrameSyncManager.InitPlayerBehaviour(obj, avatar);
            entity.renderObj = obj;
            AddBattleRelateData(entity, obj);
            Debug.Log("name::" + avatar.name + " ,entity.id::" + entity.id + " ,position::" + avatar.position + ",direction::" + avatar.direction);
            return;
        }
    }
Beispiel #2
0
    private void Awake()
    {
        instance = this;

        lockedTimeStep = FrameSyncGlobalConfig.lockedTimeStep;

        FPRandom.Init();
    }
 /// <summary>
 /// 切换到结束场景
 /// </summary>
 public void onEnding()
 {
     gameState = E_GameState.GS_ENDING;
     for (int i = 0; i < BeforeEnterBattleObjs.Count; i++)
     {
         FrameSyncManager.RemovePlayer(BeforeEnterBattleObjs[i].id);
     }
     SceneManager.LoadScene(SceneComNames.Ending, LoadSceneMode.Single);
     Debug.Log("Ending_Scene start.");
 }
 private void Awake()
 {
     FrameSyncManager.m_instance = this;
 }