public void Init(float firingRate, NetData User) { this.firingInterval = new FixedNumber(1 / firingRate); lastTime = FixedNumber.Zero; // gunSetting = DataManager.Instance.gunManager.gun; this.user = User; timer = FixedNumber.Zero; }
public GameObject GetPrefab(NetData data) { var prefab = Resources.Load(data.PrefabPath()) as GameObject; if (prefab == null) { Debug.LogError("{" + data.PrefabPath() + "}is Null"); } return(prefab); }
public GameObject Instantiate(NetData data) { GameObject obj = GameObject.Instantiate(GetPrefab(data), data.transform.Position.ToVector3(), data.transform.Rotation.ToUnityRotation()); obj.transform.parent = (client.unityClient as MonoBehaviour).gameObject.transform; var view = obj.GetComponent <View>(); view.data = data; data.view = view; return(obj); }
/// <summary> /// 初始化数据类信息 /// </summary> protected void InitData() { if (data == null) { data = new T(); data.view = this; data.Init(); data.transform.Position = new Fixed2(transform.position.x, transform.position.z); } }
public void Fire(NetData user, FixedNumber rotation) { var t = user.client.inputCenter.Time - lastTime; if (t > 0.1f) { FixedNumber rote = new FixedNumber(0); lastTime = user.client.inputCenter.Time; ShootBullet(user.transform.Position, rotation + rote); } else { } }
public virtual void OnPhysicsCheckExit(NetData other) { // UnityEngine.Debug.Log("Exit触发"); }
public virtual void OnPhysicsCheckStay(NetData other) { // UnityEngine.Debug.Log("Stay触发"); }