public void SynchronizationData(GameObject g, Gamobjectsinfo infomation) { BaseContol operatingObj = g.GetComponent <BaseContol>(); g.transform.position = new Vector3(infomation.x, infomation.y, infomation.z); operatingObj.setDirection(infomation.angle); operatingObj.frie(infomation.state[0]); }
public override void receiveDataHandel(int outConnectionId, byte[] buffer, int receivedSize, int MT) { obj = synchronizationObj["player" + outConnectionId]; Gamobjectsinfo clientInfo = (Gamobjectsinfo)BytesToOBJ(buffer); operatingObj = obj.GetComponent <BaseContol>(); obj.transform.position = new Vector3(clientInfo.x, clientInfo.y, clientInfo.z); operatingObj.setDirection(clientInfo.angle); // operatingObj.frie(clientInfo.state[0]); }
public void SynchronizationData(GameObject g, SerializeUDP infomation) { BaseContol operatingObj = g.GetComponent <BaseContol>(); // g.transform.position = new Vector3(infomation.x, infomation.y, infomation.z); operatingObj.setDirection(infomation.angle); if (!destinationList.ContainsKey(g)) { destinationList.Add(g, new Vector3(infomation.x, infomation.y, infomation.z)); } else { destinationList[g] = new Vector3(infomation.x, infomation.y, infomation.z); } // SyncPosition(g, new Vector3(infomation.x, infomation.y, infomation.z)); //operatingObj.frie(infomation.state[0]); abandoned operating }
// Use this for initialization void Start() { sypd = GameObject.Find("剩余炮弹数").GetComponent <Text>(); jd = GameObject.Find("基地"); contolINfo = transform.parent.GetComponent <BaseContol>(); contolINfo.frie += kh; Debug.Log("transform.parent.gameObject is" + transform.parent.gameObject.name); /* for (int i = 0; i < 50; i++) * { * for (int r = 0; r < 10; r++) { * r = i ^ 2; * Vector3 z = new Vector3(i, r,-10); * GameObject prefab = (GameObject)Instantiate(pre, z, transform.rotation); * * } * }*/ Physics2D.OverlapCircle(jd.transform.position, 1); }