/// <summary> /// 外部修改移动方向 /// </summary> /// <param name="dir"></param> public void SetNetDirection(ActorMoveDirection dir) { float distance = Vector3.Distance(SerializeHelper.BackVector(dir.position), transform.position); //Debug.LogError("相差长度:" + distance); netMove = dir; }
/// <summary> /// 模型加载完成,设置初始状态 /// </summary> private void SetPrepareData(GameModelData info) { CharacterCommon member = null; member = GameManager.instance.memberGroup[info.userIndex]; member.SetPosition(SerializeHelper.BackVector(info.pos)); //member.SetRotate(SerializeHelper.BackVector(info.rotate)); member.SetAnimation(info.animation); }
public void SetOriginal() { Debug.Log("播放死亡动画,设置到初始位置."); GameModelData info = new GameModelData() { userIndex = myIndex, pos = (NetVector3)GameTypeManager.BackStandPos(DataController.instance.MyRoomInfo.RoomType, myIndex), rotate = new NetVector3(0, GameTypeManager.BackLookAt(DataController.instance.MyRoomInfo.RoomType, myIndex), 0), animation = 0 }; SetPosition(SerializeHelper.BackVector(info.pos)); SetRotate(SerializeHelper.BackVector(info.rotate)); SetAnimation(info.animation); }
private void DoAnimation() { transform.position = SerializeHelper.BackVector(info.position); transform.rotation = Quaternion.Euler(SerializeHelper.BackVector(info.direction)); }