Esempio n. 1
0
    /// <summary>
    /// 请求创建对象
    /// </summary>
    void ReqCreateObject(EventArgs args)
    {
        EventObjectArgs objectArgs = args as EventObjectArgs;

        if (objectArgs != null && objectArgs.t != null)
        {
            ProtoCreateObject[] list = objectArgs.t as ProtoCreateObject[];
            ProtoSyncObjectList createObjectProto = ObjectPool.protoPool.GetOrCreate <ProtoSyncObjectList>(ProtoPool.ProtoRecycleType.CreateObjects);
            createObjectProto.objList = list;
            Send(ProtoIDCfg.CREATE_OBJECTS, createObjectProto, ProtoType.Importance);
            createObjectProto.Recycle();
        }
    }
Esempio n. 2
0
    //检查创建对象
    void CheckCreate()
    {
        if (appearTag != null)
        {
            for (int i = 0; i < appearTag.Length; i++)
            {
                if (appearTag[i] == false)
                {
                    AppearSetData apData = levelData.appearSets[i];
                    if (gameTime >= apData.time)
                    {
                        appearTag[i] = true;
                        if (apData.objectCfgs != null && apData.objectCfgs.Length > 0)
                        {
                            Debug.Log("第" + i + "波");
                            ProtoCreateObject[] list = new ProtoCreateObject[apData.objectCfgs.Length];
                            for (int z = 0; z < list.Length; z++)
                            {
                                var objData = apData.objectCfgs[z];

                                list[z]             = new ProtoCreateObject();
                                list[z].objectIndex = objData.objectIndex;
                                int id = GetCreateID();
                                list[z].hashCode = id;
                                AddObjectCfg(id, objData);
                                list[z].SetPos(GetPosByRadian(transform.position, objData.XAngle, objData.distance, objData.YAngle));
                            }
                            var t = new EventObjectArgs();
                            t.t = list;
                            SceneController.instance.SendNetMsg(ProtoIDCfg.CREATE_OBJECTS, t);
                        }
                    }
                }
            }
        }
    }