public uint Execute(PacketDistributed ipacket)
        {
            CG_TRIGGER_ENTER packet = (CG_TRIGGER_ENTER )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Esempio n. 2
0
 void Update()
 {
     if (bTriggered)
     {
         return;
     }
     // 先简单地写一下检测主玩家触发
     if (Singleton <ObjManager> .GetInstance().MainPlayer != null)
     {
         // 把玩家简化为腰部的一个半径0.25的球
         if (IsSphereOverlap(Singleton <ObjManager> .GetInstance().MainPlayer.Position + Vector3.up * 0.5f, 0.35f))
         {
             // 发送网络包并把自己删除
             CG_TRIGGER_ENTER packet = (CG_TRIGGER_ENTER)PacketDistributed.CreatePacket(MessageID.PACKET_CG_TRIGGER_ENTER);
             packet.SetNObjId(0);                    // 现在只用于单机版副本的玩家触发功能,用不着这个字段
             packet.SetNTriggerId(ID);
             packet.SendPacket();
             bTriggered = true;
             Destroy(gameObject);
         }
     }
 }