public void PlayerEnterScene(bool bNewStyle) { ///RoomData.CreateCacheRoomPlayer(); CreateRoomType roomType = RoomData.RoomType; int nMaxPlayer = 1;// CommonDef.MAX_ROOM_PLAYER + CommonDef.MAX_ROOM_AUDIENCE; //PlayerBase gtMainPlayer = CommonLogicData.MainPlayer; //if (gtMainPlayer != null && roomType != CreateRoomType.Normal) //{ // gtMainPlayer.CurrentStyle = PlayerStyleType.Room; //} for (int nPos = 0; nPos < nMaxPlayer; nPos++) { PlayerBase player = RoomData.GetRoomPlayerByPos(nPos); if (player != null) { if (bNewStyle) { player.CurrentStyle = PlayerStyleType.Room; } Transform t = GetPosTransForm(nPos); if (t != null) { player.cachedTransform.position = t.position; player.cachedTransform.rotation = t.rotation; } else { player.cachedTransform.position = new Vector3(1000, 1000, 1000); } } } }
CreateRoomType m_RoomType = CreateRoomType.Unknown; // 创建房间类型 public RoomSceneSwitch(CreateRoomType roomType, object roomWholeInfo) { m_RoomType = roomType; m_RoomWholeInfo = roomWholeInfo; }