Esempio n. 1
0
    public void ReceiveCommandPursue(object parm)
    {
        LogModule.DebugLog("ReceiveCommandPursue");
        if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start)
        {
            LogModule.DebugLog("AssetNotOk");
            return;
        }
        CPursueInfor tPursueInfor = GameFacade.GetProxy <BattleProxy>().PursueInfor;

        if (mSceneID != tPursueInfor.sceneId)
        {
            return;
        }
        Vector3         tAimPos        = mSquadGameObjDict[tPursueInfor.aimObjId].transform.position;
        SquadController tAimController = mSquadGameObjDict[tPursueInfor.aimObjId].transform.GetComponent <SquadController>();
        //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().SquadAttackEnemy(tAimController);
        //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().UnitMarching(tAimPos);
    }
 public static void SetPursueInfor(CPursueInfor pursueInfor, GC_OBJCOMMANDPURSUE gcPursueInfor)
 {
     pursueInfor.sceneId  = gcPursueInfor.SceneId;
     pursueInfor.objId    = gcPursueInfor.ObjId;
     pursueInfor.aimObjId = gcPursueInfor.AimObjId;
 }