public void ReceivePrepareForAttack(object parm) { LogModule.DebugLog("ReceivePrepareForAttack"); if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start) { LogModule.DebugLog("AssetNotOk"); return; } CPrepareForAttackInfor tObjCommandPrepare = GameFacade.GetProxy <BattleProxy>().PrepareForAttackInfor; if (mSceneID != tObjCommandPrepare.sceneId) { return; } Vector3 tAimPos = mSquadGameObjDict[tObjCommandPrepare.aimObjId].transform.position; SquadController tAimController = mSquadGameObjDict[tObjCommandPrepare.aimObjId].transform.GetComponent <SquadController>(); SquadController tObjController = mSquadGameObjDict[tObjCommandPrepare.objId].transform.GetComponent <SquadController>(); tObjController.SquadAttackPrepare(tAimController); }
public static void SetPrepareForAttackInfor(CPrepareForAttackInfor prepareForAttackInfor, GC_OBJPREPAREFORATTACK gcPrepareForAttackInfor) { prepareForAttackInfor.sceneId = gcPrepareForAttackInfor.SceneId; prepareForAttackInfor.objId = gcPrepareForAttackInfor.ObjId; prepareForAttackInfor.aimObjId = gcPrepareForAttackInfor.AimObjId; }