Example #1
0
    private void runUser(MseSceneObjMove objMove)
    {
        var userNode = getUserNodeByUID(objMove.uid);

        if (null != userNode)
        {
            userNode.UpdateBySceneObjRunning(objMove);
        }
    }
Example #2
0
    private void DoMove(MseSceneObjMove sceneObj)
    {
        var targetPos = new Vector3(sceneObj.posX / sceneNode.SCALE, sceneObj.posY / sceneNode.SCALE, 0);
        var lastTime  = GlobalServerTime.getLastTime(sceneObj.endTime);

        UnityEngine.Debug.Log("lastTime = " + lastTime + "," + sceneObj.posX + "," + sceneObj.posY);
        var tempAction = new MoveToAction(targetPos, lastTime / 1000);

        ActionManager.GetInstance().RunAction(sceneNode, tempAction, null);
        currentActions[(int)E_SceneObjMoveS.MOVE] = tempAction;
    }
Example #3
0
    public void UpdateBySceneObjMove(MseSceneObjMove sceneObj)
    {
        UnityEngine.Debug.Log("scneMove = " + sceneObj.status);
        // 首先停止
        SetStateStop();
        if (sceneObj.status == E_SceneObjMoveS.STOP)
        {
            return;
        }

        DoMove(sceneObj);
        DoRotate(sceneObj);
        if (sceneObj.status == E_SceneObjMoveS.MOVE_AND_ROTATE)
        {
            DoMoveAndRotate(sceneObj);
        }
    }
Example #4
0
 private void DoMoveAndRotate(MseSceneObjMove sceneObj)
 {
 }
Example #5
0
 public virtual void UpdateBySceneObjRunning(MseSceneObjMove sceneObj)
 {
     // Do nothing
 }
Example #6
0
 public override void UpdateBySceneObjRunning(MseSceneObjMove sceneObj)
 {
     base.UpdateBySceneObjRunning(sceneObj);
     moveControl.UpdateBySceneObjMove(sceneObj);
 }