public NFFallState(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input = false) : base(gameObject, eState, xStateMachine, fHeartBeatTime, fExitTime, input) { xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); mLoginModule = NFPluginManager.Instance().FindModule <NFLoginModule>(); mSceneModule = NFPluginManager.Instance().FindModule <NFSceneModule>(); }
public override void Enter(GameObject gameObject, int index) { xInput = gameObject.GetComponent <NFHeroInput>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); base.Enter(gameObject, index); }
public NFNormalSkill5(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input = false) : base(gameObject, eState, xStateMachine, fHeartBeatTime, fExitTime, input) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); xHeroSync = gameObject.GetComponent <NFHeroSync>(); }
public override void Enter(GameObject gameObject, int index) { base.Enter(gameObject, index); fStartTime = Time.time; bShowUI = false; xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); xHeroMotor.Stop(); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroAnima = gameObject.GetComponent <NFAnimatStateController>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); base.Enter(gameObject, index); }
void Start() { mAnimatStateController = GetComponent <NFAnimatStateController>(); xHeroMotor = GetComponent <NFHeroMotor>(); mAnimatStateController.GetAnimationEvent().AddOnDamageDelegation(OnDamageDelegation); mAnimatStateController.GetAnimationEvent().AddOnEndAnimaDelegation(OnEndAnimaDelegation); mAnimatStateController.GetAnimationEvent().AddOnStartAnimaDelegation(OnStartAnimaDelegation); mAnimatStateController.GetAnimationEvent().AddBulletTouchPosDelegation(OnBulletTouchPositionDelegation); mAnimatStateController.GetAnimationEvent().AddBulletTouchTargetDelegation(OnBulletTouchTargetDelegation); }
public bool AttackObject(NFGUID ident, Hashtable beAttackInfo, string strStateName, Hashtable resultInfo) { if (mhtObject.ContainsKey(ident)) { GameObject xGameObject = (GameObject)mhtObject[ident]; NFHeroMotor motor = xGameObject.GetComponent <NFHeroMotor>(); //motor.Stop(); } return(false); }
private void Start() { mxHeroMotor = GetComponent <NFHeroMotor>(); mxSyncBuffer = GetComponent <NFHeroSyncBuffer>(); mxBodyIdent = GetComponent <NFBodyIdent>(); mAnimaStateMachine = GetComponent <NFAnimaStateMachine>(); mxNetModule = NFPluginManager.Instance().FindModule <NFNetModule>(); mLoginModule = NFPluginManager.Instance().FindModule <NFLoginModule>(); mHelpModule = NFPluginManager.Instance().FindModule <NFHelpModule>(); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent> (); xHeroAnima = gameObject.GetComponent <NFAnimatStateController> (); xHeroMotor = gameObject.GetComponent <NFHeroMotor> (); base.Enter(gameObject, index); xHeroMotor.speed = xHeroMotor.runSpeed; standCount = 0; }
private void Start() { mxHeroMotor = GetComponent <NFHeroMotor>(); mxSyncBuffer = GetComponent <NFHeroSyncBuffer>(); mxBodyIdent = GetComponent <NFBodyIdent>(); mAnimaStateMachine = GetComponent <NFAnimaStateMachine>(); mAnimatStateController = GetComponent <NFAnimatStateController>(); mNetModule = NFRoot.Instance().GetPluginManager().FindModule <NFNetModule>(); mLoginModule = NFRoot.Instance().GetPluginManager().FindModule <NFLoginModule>(); mHelpModule = NFRoot.Instance().GetPluginManager().FindModule <NFHelpModule>(); mKernelModule = NFRoot.Instance().GetPluginManager().FindModule <NFIKernelModule>(); }
////////////////////////////////// /// private void EGMI_ACK_MOVE(int id, MemoryStream stream) { Debug.Log("Move " + Time.time); NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream); NFMsg.ReqAckPlayerPosSync xData = NFMsg.ReqAckPlayerPosSync.Parser.ParseFrom(xMsg.MsgData); if (xData.SyncUnit.Count <= 0) { return; } NFMsg.PosSyncUnit syncUnit = xData.SyncUnit[0]; NFGUID xMover = mHelpModule.PBToNF(syncUnit.Mover); if (xMover.IsNull()) { Debug.LogError("xMover " + Time.time); return; } if (xMover == mLoginModule.mRoleID) { return; } GameObject xGameObject = mSceneModule.GetObject(xMover); if (!xGameObject) { Debug.LogError("xGameObject " + Time.time); return; } NFHeroMotor xHeroMotor = xGameObject.GetComponent <NFHeroMotor>(); if (!xHeroMotor) { Debug.LogError("xHeroSync " + Time.time); return; } UnityEngine.Vector3 v = new UnityEngine.Vector3(); v.x = syncUnit.Pos.X; v.y = syncUnit.Pos.Y; v.z = syncUnit.Pos.Z; xHeroMotor.MoveTo(v); }
public void BeforeLoadSceneEnd(int nSceneID) { foreach (var v in mhtObject) { NFHeroMotor heroMotor = v.Value.GetComponent <NFHeroMotor>(); heroMotor.ResetHeight(); } NFSDK.NFIElement xElement = mElementModule.GetElement(nSceneID.ToString()); if (null != xElement) { string strName = xElement.QueryString(NFrame.Scene.SceneName); int sceneType = (int)xElement.QueryInt(NFrame.Scene.Type); } }
public bool MoveImmune(NFGUID ident, Vector3 vPos, float fTime, bool bFaceToPos) { if (mhtObject.ContainsKey(ident)) { GameObject xGameObject = (GameObject)mhtObject[ident]; NFHeroMotor motor = xGameObject.GetComponent <NFHeroMotor>(); if (motor) { motor.Stop(); motor.MoveToImmune(vPos, fTime, bFaceToPos); } } return(false); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xInput = gameObject.GetComponent <NFHeroInput>(); xHeroAnima = gameObject.GetComponent <NFAnimatStateController>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); mCharacterMovement = gameObject.GetComponent <CharacterMovement>(); base.Enter(gameObject, index); Vector3 v = new Vector3(gameObject.transform.position.x, mCharacterMovement.groundHit.groundPoint.y, gameObject.transform.position.z); gameObject.transform.position = v; }
void Start() { mStateMachineMng = GetComponent <NFAnimaStateMachine>(); mBodyIdent = GetComponent <NFBodyIdent>(); mHeroMotor = GetComponent <NFHeroMotor>(); mUIModule = NFPluginManager.Instance().FindModule <NFUIModule>(); mLoginModule = NFPluginManager.Instance().FindModule <NFLoginModule>(); mKernelModule = NFPluginManager.Instance().FindModule <NFIKernelModule>(); mKernelModule.RegisterPropertyCallback(mBodyIdent.GetObjectID(), NFrame.Player.MOVE_SPEED, PropertyMoveSpeedHandler); mKernelModule.RegisterPropertyCallback(mBodyIdent.GetObjectID(), NFrame.Player.ATK_SPEED, PropertyAttackSpeedHandler); mHeroMotor.angularSpeed = 0f; }
public NFIState(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input) { mGameObject = gameObject; meState = eState; mfExitTime = fExitTime; mfHeartBeatTime = fHeartBeatTime; mStateMachine = xStateMachine; mfEnterTime = Time.time; mbInput = input; mAnimatStateController = gameObject.GetComponent <NFAnimatStateController>(); mRenderObject = gameObject.GetComponent <NFBodyIdent>().xRenderObject.gameObject; mHeroMotor = gameObject.GetComponent <NFHeroMotor>(); mHeroInput = gameObject.GetComponent <NFHeroInput>(); }
public override void Enter(GameObject gameObject, int index) { xBodyIdent = gameObject.GetComponent <NFBodyIdent>(); xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); xHeroSync = gameObject.GetComponent <NFHeroSync>(); base.Enter(gameObject, index); if (mStateMachine.IsMainRole()) { //xHeroSync.SendSyncMessage(); } //看是否还按住移动选项,如果按住,则继续walk if (!xHeroMotor.isOnGround) { mAnimatStateController.PlayAnimaState(NFAnimaStateType.Fall, -1); } }
public void SetMainRoleAgentState(bool bActive) { if (!mhtObject.ContainsKey(mLoginModule.mRoleID)) { return; } GameObject xGameObject = (GameObject)mhtObject[mLoginModule.mRoleID]; if (null == xGameObject) { return; } NFHeroMotor xMotor = xGameObject.GetComponent <NFHeroMotor>(); if (null == xMotor) { return; } }
public bool MoveTo(NFGUID ident, Vector3 vTar, float fSpeed, bool bRun) { if (fSpeed <= 0.01f) { return(false); } if (mhtObject.ContainsKey(ident)) { GameObject xGameObject = (GameObject)mhtObject[ident]; NFHeroMotor xMotor = xGameObject.GetComponent <NFHeroMotor>(); NFBodyIdent xBodyIdent = xGameObject.GetComponent <NFBodyIdent>(); if (xMotor && xBodyIdent) { xBodyIdent.LookAt(vTar); xMotor.movement.Move(vTar - xGameObject.transform.position, Vector3.Distance(vTar, xGameObject.transform.position)); } } return(false); }
public void InitPlayerComponent(NFGUID xID, GameObject self, bool bMainRole) { if (null == self) { return; } if (!self.GetComponent <Rigidbody>()) { self.AddComponent <Rigidbody>(); } if (!self.GetComponent <NFHeroSyncBuffer>()) { self.AddComponent <NFHeroSyncBuffer>(); } if (!self.GetComponent <NFHeroSync>()) { self.AddComponent <NFHeroSync>(); } NFHeroInput xInput = self.GetComponent <NFHeroInput>(); if (!xInput) { xInput = self.AddComponent <NFHeroInput>(); } if (bMainRole) { xInput.enabled = true; xInput.SetInputEnable(true); } else { xInput.enabled = false; xInput.SetInputEnable(false); } if (!self.GetComponent <GroundDetection>()) { GroundDetection groundDetection = self.AddComponent <GroundDetection>(); groundDetection.enabled = true; groundDetection.groundMask = -1; } if (!self.GetComponent <CharacterMovement>()) { CharacterMovement characterMovement = self.AddComponent <CharacterMovement>(); characterMovement.enabled = true; } if (!self.GetComponent <NFHeroMotor>()) { NFHeroMotor xHeroMotor = self.AddComponent <NFHeroMotor>(); xHeroMotor.enabled = true; } if (!self.GetComponent <NFAnimatStateController>()) { NFAnimatStateController xHeroAnima = self.AddComponent <NFAnimatStateController>(); xHeroAnima.enabled = true; } if (!self.GetComponent <NFAnimaStateMachine>()) { NFAnimaStateMachine xHeroAnima = self.AddComponent <NFAnimaStateMachine>(); xHeroAnima.enabled = true; } if (bMainRole) { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); xHeroCapsuleCollider.isTrigger = false; } else { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); Rigidbody rigidbody = self.GetComponent <Rigidbody>(); string configID = mKernelModule.QueryPropertyString(xID, NFrame.IObject.ConfigID); NFMsg.ENPCType npcType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCType); //NFMsg.esub npcSubType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCSubType); if (npcType == NFMsg.ENPCType.TurretNpc) { //is trigger must false if it is a building // and the kinematic must true xHeroCapsuleCollider.isTrigger = false; //rigidbody.isKinematic = true; //rigidbody.useGravity = true; rigidbody.mass = 10000; } else { xHeroCapsuleCollider.isTrigger = true; } /* * if (mKernelModule.QueryPropertyObject(xID, NFrame.NPC.MasterID) == mLoginModule.mRoleID) * { * //your building or your clan member building * if (!self.GetComponent<FogCharacter>()) * { * FogCharacter fogCharacter = self.AddComponent<FogCharacter>(); * fogCharacter.enabled = true; * fogCharacter.radius = 8; * } * } * else * { * if (!self.GetComponent<FogAgent>()) * { * FogAgent fogAgent = self.AddComponent<FogAgent>(); * fogAgent.enabled = true; * } * } */ } }
public void InitPlayerComponent(NFGUID xID, GameObject self, bool bMainRole) { if (null == self) { return; } if (!self.GetComponent <Rigidbody>()) { self.AddComponent <Rigidbody>(); } if (!self.GetComponent <NFHeroSyncBuffer>()) { self.AddComponent <NFHeroSyncBuffer>(); } if (!self.GetComponent <NFHeroSync>()) { self.AddComponent <NFHeroSync>(); } NFHeroInput xInput = self.GetComponent <NFHeroInput>(); if (!xInput) { xInput = self.AddComponent <NFHeroInput>(); } if (bMainRole) { xInput.enabled = true; xInput.SetInputEnable(true); } else { xInput.enabled = false; xInput.SetInputEnable(false); } if (!self.GetComponent <GroundDetection>()) { GroundDetection groundDetection = self.AddComponent <GroundDetection>(); groundDetection.enabled = true; groundDetection.groundMask = -1; } if (!self.GetComponent <CharacterMovement>()) { CharacterMovement characterMovement = self.AddComponent <CharacterMovement>(); characterMovement.enabled = true; } if (!self.GetComponent <NFHeroMotor>()) { NFHeroMotor xHeroMotor = self.AddComponent <NFHeroMotor>(); xHeroMotor.enabled = true; } if (!self.GetComponent <NFAnimatStateController>()) { NFAnimatStateController xHeroAnima = self.AddComponent <NFAnimatStateController>(); xHeroAnima.enabled = true; } if (!self.GetComponent <NFAnimaStateMachine>()) { NFAnimaStateMachine xHeroAnima = self.AddComponent <NFAnimaStateMachine>(); xHeroAnima.enabled = true; } if (bMainRole) { if (Camera.main) { NFHeroCameraFollow xHeroCameraFollow = Camera.main.GetComponent <NFHeroCameraFollow>(); if (!xHeroCameraFollow) { xHeroCameraFollow = Camera.main.GetComponentInParent <NFHeroCameraFollow>(); } xHeroCameraFollow.target = self.transform; } CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); xHeroCapsuleCollider.isTrigger = false; } else { CapsuleCollider xHeroCapsuleCollider = self.GetComponent <CapsuleCollider>(); Rigidbody rigidbody = self.GetComponent <Rigidbody>(); string configID = mKernelModule.QueryPropertyString(xID, NFrame.IObject.ConfigID); NFMsg.ENPCType npcType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCType); //NFMsg.esub npcSubType = (NFMsg.ENPCType)mElementModule.QueryPropertyInt(configID, NFrame.NPC.NPCSubType); if (npcType == NFMsg.ENPCType.TurretNpc) { //is trigger must false if it is a building // and the kinematic must true xHeroCapsuleCollider.isTrigger = false; //rigidbody.isKinematic = true; //rigidbody.useGravity = true; rigidbody.mass = 10000; } else { xHeroCapsuleCollider.isTrigger = true; } } }
////////////////////////////////// /// private void EGMI_ACK_MOVE(int id, MemoryStream stream) { Debug.Log("Move " + Time.time); NFMsg.MsgBase xMsg = NFMsg.MsgBase.Parser.ParseFrom(stream); NFMsg.ReqAckPlayerPosSync xData = NFMsg.ReqAckPlayerPosSync.Parser.ParseFrom(xMsg.MsgData); if (xData.SyncUnit.Count <= 0) { return; } for (int i = 0; i < xData.SyncUnit.Count; ++i) { NFMsg.PosSyncUnit syncUnit = xData.SyncUnit[i]; NFGUID xMover = mHelpModule.PBToNF(syncUnit.Mover); if (xMover.IsNull()) { Debug.LogError("xMover " + Time.time); return; } if (xMover == mLoginModule.mRoleID && syncUnit.Type == PosSyncUnit.Types.EMoveType.EmtWalk) { //平常自己行走不需要同步 return; } GameObject xGameObject = mSceneModule.GetObject(xMover); if (!xGameObject) { Debug.LogError("xGameObject " + Time.time); return; } NFHeroMotor xHeroMotor = xGameObject.GetComponent <NFHeroMotor>(); if (!xHeroMotor) { Debug.LogError("xHeroSync " + Time.time); return; } NFHeroSync xHeroSync = xGameObject.GetComponent <NFHeroSync>(); if (!xHeroSync) { Debug.LogError("xHeroSync " + Time.time); return; } UnityEngine.Vector3 v = new UnityEngine.Vector3(); v.x = syncUnit.Pos.X; v.y = syncUnit.Pos.Y; v.z = syncUnit.Pos.Z; if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EmtWalk) { xHeroSync.AddSyncData(xData.Sequence, syncUnit); } else if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EetSpeedy) { xHeroMotor.MoveToImmune(v, 0.1f); } else if (syncUnit.Type == PosSyncUnit.Types.EMoveType.EetTeleport) { xHeroMotor.MoveToImmune(v, 0.001f); } } }
public NFDashForwardState(GameObject gameObject, NFAnimaStateType eState, NFAnimaStateMachine xStateMachine, float fHeartBeatTime, float fExitTime, bool input = false) : base(gameObject, eState, xStateMachine, fHeartBeatTime, fExitTime, input) { xHeroMotor = gameObject.GetComponent <NFHeroMotor>(); }