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;
 }
Example #2
0
        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);
        //}
    }