Exemple #1
0
        /// <summary>
        /// 設定主/副建築資料
        /// </summary>
        private void initBuildInfo()
        {
            SceneObj sceneObj;

            if (GameCore.NetData.TryGetSceneObjData(Id, out sceneObj) == false)
            {
                return;
            }

            CastleObj castleObj = sceneObj as CastleObj;

            if (castleObj.OwnerIsSelf() == false && castleObj.GetBuildCount() == 0)
            {
                return;
            }

            // 產生建築資訊
            var etor = castleObj.GetBuilds();

            while (etor.MoveNext())
            {
                builds.Add(BuildInfo.Create(etor.Current, sceneObj.OwnerId()));
            }

            // 產生建築GridRoot
            gridHex.Release();
            gridHex.LoadEntity(new MiscEntityData(GameCore.Entity.GenerateSerialId(), gridHexAssetName),
                               (entity) =>
            {
                entity.CachedTransform.position = CachedTransform.position;
                gridHex.entity.OnZoom(GameCore.Zoom.Last3DLerp * Constant.NetData.FloatRevert);
                createBuilds();
            });
        }
Exemple #2
0
        /// <summary>
        /// 伺服器更新主堡資料
        /// </summary>
        public override void Refresh(object userData)
        {
            if (hudEntReq != null && hudEntReq.entity != null)
            {
                hudEntReq.entity.Refresh(userData);
            }

            SceneObj sceneObj;

            if (GameCore.NetData.TryGetSceneObjData(Id, out sceneObj) == false)
            {
                return;
            }

            CastleObj castleObj = sceneObj as CastleObj;

            if (castleObj.GetBuildCount() == 0)
            {
                return;
            }

            // 產生建築資訊
            var etor = castleObj.GetBuilds();

            while (etor.MoveNext())
            {
                if (etor.Current.IsNew == false)
                {
                    continue;
                }

                builds.Add(BuildInfo.Create(etor.Current, sceneObj.OwnerId()));
            }

            createBuilds();
        }