/// <summary> /// 获取世界中的其他玩家的信息 /// </summary> /// <param name="token"></param> /// <param name="model"></param> private void OnSceneChar(UserToken token, SocketModel model) { RespSceneCharacters resp = new RespSceneCharacters(); //foreach(Player p in Scene.instance.players.Values) //{ // if (p.globalid == token.characterid) continue; // resp.characters.Add(p.dto); //} NetworkManager.Send(token, (int)MsgID.SCENE_Char_SRES, resp); }
/// <summary> /// 获取场景中的其他玩家信息的应答 /// </summary> /// <param name="model"></param> private void OnSceneChar(SocketModel model) { if (model.message == null) { return; } RespSceneCharacters resp = SerializeUtil.Deserialize <RespSceneCharacters>(model.message); for (int i = 0; i < resp.characters.Count; i++) { CharacterDTO dto = resp.characters[i]; RoleCfg cfg = ConfigManager.instance.GetRoleCfg(dto.cfgid); Vector3 pos = new Vector3(dto.pos_x, dto.pos_y, dto.pos_z); //CharacterManager.instance.Create(dto.id, cfg, pos, typeof(OtherPlayer)); Battle.instance.Create <Player>(dto); } }