public static void SetObjPos(CObjPos objPos, GC_OBJPOS gcObjPos) { objPos.hp = gcObjPos.Hp; objPos.objId = gcObjPos.ObjId; objPos.objState = gcObjPos.ObjState; objPos.posX = gcObjPos.PosX; objPos.posZ = gcObjPos.PosZ; objPos.targetId = gcObjPos.TargetId; }
public uint Execute(PacketDistributed ipacket) { GC_OBJPOS packet = (GC_OBJPOS )ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }
public void CorretSquadInfor(GC_OBJPOS tObjPosList, SquadController tTargetController = null) { switch (mStateMachine.GetCurrentState().StateType) { case StateEnum.Attack: break; case StateEnum.Idle: // if ((SquadState)tObjPosList.ObjState == SquadState.AI_COMBAT) { if (tTargetController != null) { SquadAttackPrepare(tTargetController); } } // if ((SquadState)tObjPosList.ObjState == SquadState.AI_MARCH) { UnitMarching(BattleFunction.SetPosition(tObjPosList.PosX, tObjPosList.PosZ)); } break; case StateEnum.Prepare: break; case StateEnum.Walk: UnitMarching(BattleFunction.SetPosition(tObjPosList.PosX, tObjPosList.PosZ)); break; } //transform.position=SetPosition(tObjPosList.PosX, tObjPosList.PosZ); //for (int i = 0; i < mUnitTransformList.Count; i++) //{ // mUnitTransformList[i].GetComponent<UnitController>().UnitMarching(transform.position, 0f); //} }