// Use this for initialization public void Initialise() { _lerpPosition = this.GetComponent <LerpPosition>(); _lerpRotation = this.GetComponent <LerpRotation>(); _defaultLayer = this.gameObject.layer; //event listener _lerpPosition.OnLerpFinished += _lerpPosition_OnLerpFinished; }
// Use this for initialization public void Initialise () { _lerpPosition = this.GetComponent<LerpPosition>(); _lerpRotation = this.GetComponent<LerpRotation>(); _defaultLayer = this.gameObject.layer; //event listener _lerpPosition.OnLerpFinished += _lerpPosition_OnLerpFinished; }
void OnPlayerTransform(string data) { // # (both) 更新玩家位置:玩家id|localPosition|localRotation|localScale string[] dataSplit = data.Split('|'); bool ignore = false; int playerId = int.Parse(dataSplit[0]); if (me != null) { if (me.playerId == playerId) { ignore = true; } } if (ignore) { return; } else { for (int i = 0; i < playersInScene.Count; i++) { if (playersInScene[i] == null) { continue; } if (playersInScene[i].playerId == playerId) { Vector3 pos = connectionAgent.ParseStringToVector(dataSplit[1]); Vector3 rot = connectionAgent.ParseStringToVector(dataSplit[2]); Vector3 sca = connectionAgent.ParseStringToVector(dataSplit[3]); LerpPosition lp = playersInScene[i].GetComponent <LerpPosition>(); lp.targetPosition = pos; //playersInScene[i].transform.position = pos; playersInScene[i].transform.eulerAngles = rot; playersInScene[i].transform.localScale = sca; } } } }