Exemple #1
0
 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;
 }
Exemple #2
0
        public GameObject GetPrefab(NetData data)
        {
            var prefab = Resources.Load(data.PrefabPath()) as GameObject;

            if (prefab == null)
            {
                Debug.LogError("{" + data.PrefabPath() + "}is Null");
            }
            return(prefab);
        }
Exemple #3
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        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);
        }
Exemple #4
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        /// <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);
            }
        }
Exemple #5
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        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
            {
            }
        }
Exemple #6
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 public virtual void OnPhysicsCheckExit(NetData other)
 {
     // UnityEngine.Debug.Log("Exit触发");
 }
Exemple #7
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 public virtual void OnPhysicsCheckStay(NetData other)
 {
     // UnityEngine.Debug.Log("Stay触发");
 }