Beispiel #1
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_Building_LevelUp packet = (GC_Building_LevelUp )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (packet.Ret == 0)
            {
                PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> ();

                for (int i = 0; i < proxy.city.buildList.Count; i++)
                {
                    BuildingVo buildingData = proxy.city.buildList[i];
                    if (buildingData.guid == packet.BuildingID)
                    {
                        buildingData.level = packet.Level;
                        EventManager.GetInstance().SendEvent(EventId.BuildingLevelUp, buildingData.guid);
                        break;
                    }
                }
            }
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
    public void OnInit()
    {
        if (View == null)
        {
            Game.StartCoroutine(GameAssets.LoadAssetAsync <GameObject>(BattleUIView.BundleName, BattleUIView.AssetName,
                                                                       (prefab) =>
            {
                var ins = Object.Instantiate(prefab);
                Utils.StandardizeObject(ins);

                if (View == null)
                {
                    View = ins.GetComponent <BattleUIView>();
                }

                AddListener();

                var troopList = GameFacade.GetProxy <BattleProxy>().BattleInfor.objList.Where(item => item.skilldataid != null && item.skilldataid.Any()).Select(item => item.id).ToList();
                for (int i = 0; i < troopList.Count; i++)
                {
                    SkillIndexToTroopIndex.Add(i, troopList[i]);
                }

                IsInited = true;
            }));
            GameAssets.AddBundleRef(BattleUIView.BundleName);
        }
        else
        {
            IsInited = true;
        }
    }
Beispiel #3
0
    public void ReceiveSendMarch(object parm)
    {
        LogModule.DebugLog("ReceiveSendMarch");
        CSendMarch tSendMarch = GameFacade.GetProxy <BattleProxy>().SendMarch;

        mSceneID = tSendMarch.sceneId;
    }
Beispiel #4
0
    public void RefreshData()
    {
        CityMediator cityMediator = GameFacade.GetMediator <CityMediator>();


        List <Tab_CityBuildingDefault> defaults = TableManager.GetCityBuildingDefaultByID(cityMediator.curSlotType);

        Tab_CityBuildingDefault building = defaults[0];

        PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> ();

        cityID   = building.Id;
        cityName = building.Name;

        Dictionary <int, List <Tab_CityBuildingLevel> > dict = TableManager.GetCityBuildingLevel();

        List <Tab_CityBuildingLevel> levels = TableManager.GetCityBuildingLevelByID(cityID);


        for (int i = 0; i < proxy.city.buildList.Count; i++)
        {
            var data = proxy.city.buildList[i];
            if (data.type == cityID)
            {
                cityLevel = data.level;
            }
        }

        EventManager.GetInstance().SendEvent("Private_RefreshCityInfoBase");
    }
    public void DoClickOnTile(Coord c)
    {
        MapTileVO mt = GameFacade.GetProxy <MapProxy>().GetTile(c);

        _clickAnimationing = true;
        Vector3       prePos            = MapCamera.transform.localPosition;
        Vector3       lookPos           = prePos + (Layout.HexCenter(c) - Layout.ScreenPos2WorldPos(MapCamera, MapInfoHighlightPos));
        GoTweenConfig config            = new GoTweenConfig();
        FloatCallbackTweenProterty ftpy = new FloatCallbackTweenProterty(0, 1, delegate(float obj)
        {
            MoveCamera(Vector3.Lerp(prePos, lookPos, obj));
        });

        config.addTweenProperty(ftpy);
        config.onCompleteHandler = delegate(AbstractGoTween go)
        {
            _clickAnimationing = false;
        };
        ShowHighLight(Layout.HexCenter(c));
        Go.to(MapCamera.transform, 0.5f, config);
        if (onClickHandler != null)
        {
            onClickHandler(c);
        }
    }
Beispiel #6
0
    //Seed All
    void OnMRBAction_Common()
    {
        MapTileVO tile = mapProxy.GetTile(mDst);

        ModifyVOByOp(tile);
        GameFacade.GetProxy <MapProxy>().SeedTile(tile);
    }
Beispiel #7
0
 void OnGUI()
 {
     if (GUILayout.Button("ReqAllMarch"))
     {
         GameFacade.GetProxy <WorldProxy>().SendQuestAllMarch();
     }
 }
Beispiel #8
0
    public void ReceiveBattleInfor(object parm)
    {
        LogModule.DebugLog("ReceiveBattlerInfor");
        CBattleInfor tBattleInfor = GameFacade.GetProxy <BattleProxy>().BattleInfor;

        mCurrentCamp = (SquadCamp)tBattleInfor.camp;
        ServerBattleState tServerBattleState = (ServerBattleState)tBattleInfor.currentState;

        if (tServerBattleState == ServerBattleState.STATUS_SELECTTARGET ||
            tServerBattleState == ServerBattleState.STATUS_MARCH ||
            tServerBattleState == ServerBattleState.STATUS_COMBAT)
        {
            mBattleState = BattleState.Start;
        }
        else
        {
            mBattleState = BattleState.prepare;
        }
        if (mSceneID != tBattleInfor.sceneId)
        {
            return;
        }
        StartCoroutine(LoadUnitAssets(tBattleInfor));

        //Open Battle UI.
        MediatorManager.GetInstance().Add(new BattleUIController());
    }
    Mesh CreateHexagonMeshWithoutUVColor()
    {
        Mesh mesh = new Mesh();

        mesh.name = "Hexagon";

        List <Vector3> vertices  = new List <Vector3>();
        List <int>     triangles = new List <int>();

        for (int col = 0; col < width; ++col)
        {
            for (int row = 0; row < height; ++row)
            {
                Coord     local  = new Coord(col, row);
                Coord     world  = new Coord(col + xMin, row + yMin);
                MapTileVO tileVo = GameFacade.GetProxy <MapProxy>().GetTile(world);
                if (tileVo != null)
                {
                    AddHexagonVertices(vertices, triangles, layout.HexCenter(local));
                }
            }
        }

        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        return(mesh);
    }
    private void BuildingLevelUp(object id)
    {
        long guid = (long)id;

        PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> ();

        for (int i = 0; i < proxy.city.buildList.Count; i++)
        {
            BuildingVo buildingData = proxy.city.buildList [i];
            if (buildingData.guid == guid)
            {
                for (int j = 0; j < buildings.Count; j++)
                {
                    if (buildings [j].guid == guid)
                    {
                        buildings [j].level = buildingData.level;

                        EventManager.GetInstance().SendEvent("Private_RefreshBuildingLevel", guid);
                        break;
                    }
                }
                break;
            }
        }
    }
Beispiel #11
0
 public void LoadSquad(object parm)
 {
     if (mSceneID == -1)
     {
         mSceneID = GameFacade.GetProxy <WorldProxy>().FightInfor.sceneId;
     }
     GetBattlerInfor();
 }
Beispiel #12
0
    public void SendMerch(object parm)
    {
        long          tMarrchID     = GameFacade.GetProxy <PlayerProxy>().marchList[0].marchId;
        CG_SEND_MARCH objListPacket = (CG_SEND_MARCH)PacketDistributed.CreatePacket(MessageID.PACKET_CG_SEND_MARCH);

        objListPacket.SetMarchid(tMarrchID);
        objListPacket.SendPacket();
    }
 public void ShowMarks(MapEditorEntry.EDIT_OP op, Color[] color)
 {
     if (mMarks == null)
     {
         mMarks = new SpriteRenderer[hex.xTile][];
     }
     for (int x = 0; x < hex.xTile; ++x)
     {
         if (mMarks[x] == null)
         {
             mMarks[x] = new SpriteRenderer[hex.yTile];
         }
         for (int y = 0; y < hex.yTile; ++y)
         {
             Coord c = new Coord(x + hex.xTile * xIdx, y + hex.yTile * yIdx);
             if (mapProxy == null)
             {
                 mapProxy = GameFacade.GetProxy <MapProxy>();
             }
             MapTileVO tileVo = mapProxy.GetTile(c);
             if (tileVo != null)
             {
                 int index;
                 if (op == MapEditorEntry.EDIT_OP.EDIT_AREA)
                 {
                     index = tileVo.camp;
                 }
                 else if (op == MapEditorEntry.EDIT_OP.EDIT_LV)
                 {
                     index = tileVo.level;
                 }
                 else
                 {
                     Debug.LogError("Error Op.");
                     return;
                 }
                 if (index >= color.Length)
                 {
                     Debug.LogError("No defined color of this index.");
                     return;
                 }
                 SpriteRenderer mark;
                 if (mMarks[x][y] != null)
                 {
                     mMarks[x][y].color = color[index];
                     continue;
                 }
                 mark       = GetAMark();
                 mark.color = color[index];
                 mark.transform.localPosition    = layout.HexCenter(tileVo.coord) - transform.localPosition;
                 mark.transform.localScale       = new Vector3(1.5f, 1.55f, 1f);
                 mark.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
                 mMarks[x][y] = mark;
             }
         }
     }
     markRoot.gameObject.SetActive(true);
 }
Beispiel #14
0
    int GetMatNameInd(int thisCoordX, int thisCoordY, int neighborInd)
    {
        MapProxy mapProxy = GameFacade.GetProxy <MapProxy>();

        if (neighborInd > 5 || neighborInd < 0)
        {
            Coord thisCoord = new Coord(thisCoordX, thisCoordY);
            byte  thisMat   = mapProxy.GetTile(thisCoord).mat;
            if (thisMat == 8)
            {
                thisMat = 0;
            }
            int thisMatNameNum = thisSprites[thisMat];
            spriteIds[0] = thisMatNameNum;
            return(0);
        }

        Coord     c_neighbor = GetNeighborCoord(thisCoordX, thisCoordY, neighborInd);
        MapTileVO t_neighbor = mapProxy.GetTile(c_neighbor);

        if (t_neighbor == null)
        {
            return(-1);
        }

        byte m_neighbor = t_neighbor.mat;

        if (m_neighbor == 8)
        {
            m_neighbor = 0;
        }
        int neighborMatNameNum = -1;
        int neighborMatNameInd = -1;

        switch (neighborInd)
        {
        default:
        case 4:
            neighborMatNameNum = leftSprites[m_neighbor];
            spriteIds[1]       = neighborMatNameNum;
            neighborMatNameInd = 1;
            break;

        case 2:
            neighborMatNameNum = prevSprites[m_neighbor];
            spriteIds[2]       = neighborMatNameNum;
            neighborMatNameInd = 2;
            break;

        case 3:
            neighborMatNameNum = diagSprites[m_neighbor];
            spriteIds[3]       = neighborMatNameNum;
            neighborMatNameInd = 3;
            break;
        }

        return(neighborMatNameInd);
    }
        private void SetProxy(GC_LOGIN_RET packet)
        {
            PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy>();

            proxy.userid      = packet.Userid;
            proxy.oid         = packet.Oid;
            proxy.accesstoken = packet.Accesstoken;
            proxy.playername  = packet.Playername;
            proxy.level       = packet.Level;

            //城市数据
            proxy.city.cityId   = packet.City.CityId;
            proxy.city.tileId   = packet.City.TileId;
            proxy.city.level    = packet.City.Level;
            proxy.city.food     = packet.City.Food;
            proxy.city.stone    = packet.City.Stone;
            proxy.city.iron     = packet.City.Iron;
            proxy.city.WorldPos = new Coord(packet.City.Posx, packet.City.Posz);

            proxy.city.buildList.Clear();
            for (int i = 0; i < packet.City.buildlistCount; i++)
            {
                GC_BuildingData data = packet.City.GetBuildlist(i);
                BuildingVo      vo   = new BuildingVo();
                PlayerProxy.SetBuildVo(data, vo);
                proxy.city.buildList.Add(vo);
            }

            proxy.city.trainList.Clear();
            for (int i = 0; i < packet.City.trainListCount; i++)
            {
                GC_TrainData data = packet.City.GetTrainList(i);
                TrainVo      vo   = new TrainVo();
                PlayerProxy.SetTrainVo(data, vo);
                proxy.city.trainList.Add(vo);
            }

            //英雄数据
            proxy.heroList.Clear();
            for (int i = 0; i < packet.HeroList.heroListCount; i++)
            {
                GC_HeroData data = packet.HeroList.GetHeroList(i);
                HeroVo      vo   = new HeroVo();
                PlayerProxy.SetHeroVo(data, vo);
                proxy.heroList.Add(vo);
            }

            //队伍数据
            proxy.marchList.Clear();
            for (int i = 0; i < packet.Marchlist.marchlistCount; i++)
            {
                GC_MarchData data = packet.Marchlist.GetMarchlist(i);
                MarchVo      vo   = new MarchVo();
                PlayerProxy.SetMarchVo(data, vo);
                proxy.marchList.Add(vo);
            }
        }
    // guid 建筑ID	type 建筑类型	slot 建筑位置	level 建筑等级
    public void PlayerProxyUpdate(object obj)
    {
        PlayerProxy proxy = GameFacade.GetProxy <PlayerProxy> ();

        cityLevel = proxy.city.level;
        food      = proxy.city.food;
        stone     = proxy.city.stone;
        iron      = proxy.city.iron;

        if (proxy.city.buildList.Count != 0)
        {
            for (int i = 0; i < proxy.city.buildList.Count; i++)
            {
                BuildingData data = new BuildingData();
                data.guid  = proxy.city.buildList [i].guid;
                data.type  = proxy.city.buildList [i].type;
                data.slot  = proxy.city.buildList [i].slot;
                data.level = proxy.city.buildList [i].level;

                //建筑基本信息
                List <Tab_CityBuildingDefault> cityBuilding = TableManager.GetCityBuildingDefaultByID(data.type);
                data.buildName = cityBuilding[0].Name;
                data.isUpgrade = (cityBuilding[0].IsUpgrade == 0)?false:true;
                data.maxLevel  = cityBuilding[0].MaxLevel;

                //建筑等级信息
                List <Tab_CityBuildingLevel> levelList = TableManager.GetCityBuildingLevelByID(data.type);

                for (int n = 0; n < levelList.Count; n++)
                {
                    if (levelList [n].Level == data.level)
                    {
                        Tab_CityBuildingLevel cityBuildingLevel = levelList [n];
                        data.description = cityBuildingLevel.Description;
                        data.asset       = cityBuildingLevel.Asset;
                        data.bundle      = cityBuildingLevel.Bundle;
                        data.prosperity  = cityBuildingLevel.Prosperity;
                        for (int j = 0; j < cityBuildingLevel.getNeedBuildingCount(); j++)
                        {
                            data.needBuildingID.Add(cityBuildingLevel.GetNeedBuildingbyIndex(j));
                        }
                        data.needTime  = cityBuildingLevel.NeedTime;
                        data.needFood  = cityBuildingLevel.NeedFood;
                        data.needStone = cityBuildingLevel.NeedStone;
                        data.needIron  = cityBuildingLevel.NeedIron;
                        data.needGold  = cityBuildingLevel.NeedGold;
                        break;
                    }
                }

                buildings.Add(data);
            }
        }


//		view.UpdateAllData (buildings);
    }
Beispiel #17
0
    public void GetFightInfor(int tAimMarchID)
    {
        LogModule.DebugLog("Send Get Fight Infor!");
        CG_FIGHT fight = (CG_FIGHT)PacketDistributed.CreatePacket(MessageID.PACKET_CG_FIGHT);

        fight.SetType(1);
        fight.SetAttackId(GameFacade.GetProxy <PlayerProxy>().marchList[0].marchId);
        fight.SetDefenceId(tAimMarchID);
        fight.SetSceneId(mSceneID);
        fight.SendPacket();
    }
    int GetMatNameInd(int thisCoordX, int thisCoordY, int neighborInd)
    {
        MapProxy mapProxy = GameFacade.GetProxy <MapProxy>();

        if (neighborInd > 5 || neighborInd < 0)
        {
            Coord thisCoord = new Coord(thisCoordX, thisCoordY);
            byte  thisMat   = mapProxy.GetTile(thisCoord).mat;
            if (thisMat == 8)
            {
                thisMat = 0;
            }
            int thisMatNameNum = thisSprites[thisMat];
            int thisMatNameInd = FindInSpriteIds(spriteIds, thisMatNameNum);
            return(thisMatNameInd);
        }

        Coord     c_neighbor = GetNeighborCoord(thisCoordX, thisCoordY, neighborInd);
        MapTileVO t_neighbor = mapProxy.GetTile(c_neighbor);

        if (t_neighbor == null)
        {
            return(-1);
        }

        byte m_neighbor = t_neighbor.mat;

        if (m_neighbor == 8)
        {
            m_neighbor = 0;
        }
        int neighborMatNameNum = -1;

        if (neighborInd == 4)
        {
            neighborMatNameNum = leftSprites[m_neighbor];
        }
        else
        {
            if (thisCoordY % 2 == 0)
            {
                neighborMatNameNum = leftSprites[m_neighbor];
            }
            else
            {
                neighborMatNameNum = thisSprites[m_neighbor];
            }
        }

        int neighborMatNameInd = FindInSpriteIds(spriteIds, neighborMatNameNum);

        return(neighborMatNameInd);
    }
    int GetNeighborHeight(int thisCoordX, int thisCoordY, int neighborInd)
    {
        int       height_neighbor = -1;
        Coord     c_neighbor      = GetNeighborCoord(thisCoordX, thisCoordY, neighborInd);
        MapProxy  mapProxy        = GameFacade.GetProxy <MapProxy>();
        MapTileVO t_neighbor      = mapProxy.GetTile(c_neighbor);

        if (t_neighbor != null)
        {
            height_neighbor = t_neighbor.height;
        }
        return(height_neighbor);
    }
    public void UpdateSprList()
    {
        if (mapProxy == null)
        {
            mapProxy = GameFacade.GetProxy <MapProxy>();
        }
        List <int> sprs = mapProxy.GetSprLists(xIdx, yIdx);

        mHexBg.spriteIds.Clear();
        mHexBg.spriteIds.AddRange(sprs);

        mHexWater.spriteIds.Clear();
        mHexWater.spriteIds.AddRange(sprs);
    }
Beispiel #21
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_OBJPREPAREFORATTACK packet = (GC_OBJPREPAREFORATTACK )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetPrepareForAttackInfor(proxy.PrepareForAttackInfor, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceivePrepareForAttack, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Beispiel #22
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_OBJGETHURT packet = (GC_OBJGETHURT )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetObjectGetHurt(proxy.ObjectGetHurt, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceiveObjGetHurt, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Beispiel #23
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_OBJCOMMANDPURSUE packet = (GC_OBJCOMMANDPURSUE )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetPursueInfor(proxy.PursueInfor, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceiveCommandPursue, packet);
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_BATTLEINFOR packet = (GC_BATTLEINFOR )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetBattleInfor(proxy.BattleInfor, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceiveBattleInfor, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_RET_USE_SKILL packet = (GC_RET_USE_SKILL )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetUseSkill(proxy.UseSkill, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceiveSkill, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
        public uint Execute(PacketDistributed ipacket)
        {
            GC_OBJPOSLIST packet = (GC_OBJPOSLIST )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            BattleProxy proxy = GameFacade.GetProxy <BattleProxy>();

            BattleProxy.SetCurrentObjPos(proxy.CurrentObjPos, packet);
            EventManager.GetInstance().SendEvent(EventId.ReceiveSquadPosInfor, packet);
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Beispiel #27
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_TroopTrain_Over packet = (GC_TroopTrain_Over )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            if (packet.Ret == 0)
            {
                int         queueIndex = -1;
                PlayerProxy proxy      = GameFacade.GetProxy <PlayerProxy> ();
                for (int i = 0; i < proxy.city.trainList.Count; i++)
                {
                    if (proxy.city.trainList[i].queueid == packet.Queueid)
                    {
                        queueIndex = proxy.city.trainList [i].queueIndex;
                        proxy.city.trainList.RemoveAt(i);
                    }
                }
                //设置队伍中的单位信息
                for (int i = 0; i < proxy.marchList.Count; i++)
                {
                    if (proxy.marchList[i].buildId == packet.Buildid)
                    {
                        List <TroopVo> list = proxy.marchList [i].troopList;
                        for (int j = 0; j < list.Count; j++)
                        {
                            if (list[j].queueIndex == queueIndex)
                            {
                                list [j].health = packet.Hp;
                            }
                        }
                    }
                }
                EventManager.GetInstance().SendEvent(EventId.TroopTrainOver, null);
            }
            else
            {
                UnityEngine.Debug.Log("数据包报错了!!!");
            }


            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
    public void InitMarchData()
    {
        for (int i = 0; i < GameFacade.GetProxy <PlayerProxy>().marchList.Count; i++)
        {
            MyMarchList.Add(new MarchInfo()
            {
                Name = "MyMarch" + i, State = "采集中", Time = new TimeHelper.ClockTime(29336), Position = new Coord(10 + i, 10 + i), MarchData = GameFacade.GetProxy <PlayerProxy>().marchList[i], IsOut = false
            });
        }
        //Set temp data.
        //for (int i = 0; i < 1; i++)
        //{
        //    OtherMarchList.Add(new MarchInfo() { Name = "TestOtherMarch" + i, Position = new Coord(5 + i, 8 + i) });
        //}

        SendQuestAllMarch();
    }
Beispiel #29
0
    public void ReceiveCommandPursue(object parm)
    {
        LogModule.DebugLog("ReceiveCommandPursue");
        if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start)
        {
            LogModule.DebugLog("AssetNotOk");
            return;
        }
        CPursueInfor tPursueInfor = GameFacade.GetProxy <BattleProxy>().PursueInfor;

        if (mSceneID != tPursueInfor.sceneId)
        {
            return;
        }
        Vector3         tAimPos        = mSquadGameObjDict[tPursueInfor.aimObjId].transform.position;
        SquadController tAimController = mSquadGameObjDict[tPursueInfor.aimObjId].transform.GetComponent <SquadController>();
        //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().SquadAttackEnemy(tAimController);
        //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().UnitMarching(tAimPos);
    }
Beispiel #30
0
    public void ReceiveSkill(object parm)
    {
        LogModule.DebugLog("ReceiveSkill");
        if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start)
        {
            LogModule.DebugLog("AssetNotOk");
            return;
        }
        CUseSkill tSkill = GameFacade.GetProxy <BattleProxy>().UseSkill;

        if (mSceneID != tSkill.sceneId)
        {
            return;
        }
        SquadController sender   = mSquadGameObjDict[tSkill.senderId].transform.GetComponent <SquadController>();
        Transform       receiver = mSquadGameObjDict[tSkill.targetId].transform;

        sender.CastSkill(receiver);
    }