void CreateModel() { m_unity_go = UnityResourceManager.Instance.CreateGameObject(m_asset_name); if (m_unity_go == null) { return; } if (m_bodyctrl_path != null) { m_bodyctrl_tr = m_unity_go.transform.FindChild(m_bodyctrl_path); } else { m_bodyctrl_tr = m_unity_go.transform; } m_bodyctrl_obj = m_bodyctrl_tr.gameObject; if (m_headctrl_path != null) { m_headctrl_tr = m_unity_go.transform.FindChild(m_headctrl_path); } if (m_headctrl_tr != null) { m_headctrl_obj = m_headctrl_tr.gameObject; } Entity logic_entity = GetLogicEntity(); m_position_component = logic_entity.GetComponent(PositionComponent.ID) as PositionComponent; if (m_position_component != null) { m_last_position = RenderWorld.Vector3FP_To_Vector3(m_position_component.CurrentPosition); m_bodyctrl_tr.localPosition = m_last_position; m_bodyctrl_tr.localEulerAngles = new Vector3(0, (float)m_position_component.BaseAngle, 0); if (m_headctrl_tr != null) { m_bodyctrl_tr.localEulerAngles = new Vector3(0, (float)m_position_component.HeadAngle, 0); } } UnityObjectBinding binding = m_bodyctrl_tr.gameObject.GetComponent <UnityObjectBinding>(); if (binding == null) { binding = m_bodyctrl_tr.gameObject.AddComponent <UnityObjectBinding>(); } binding.EntityID = logic_entity.ID; }
public bool UpdatePosition() { if (m_unity_go == null) { LogWrapper.LogError("ModelComponent.UpdatePosition, Object has already been destroyed!!!!!!!!!"); return(false); //ZZWTODO } m_last_position = RenderWorld.Vector3FP_To_Vector3(m_position_component.CurrentPosition); if (m_predict_component != null) { m_predict_component.OnLogicUpdatePosition(m_last_position - m_bodyctrl_tr.localPosition); } m_bodyctrl_tr.localPosition = m_last_position; return(true); }
void PredictEntityMove(EntityMoveCommand cmd) { switch (cmd.m_move_type) { case EntityMoveCommand.DirectionType: { m_copy_state = NoCopy; bool exist = false; uint crc = CalculateMoveCommandCRC(cmd); //LogWrapper.LogDebug("PredictEntityMove, DirectionType, time =", GetCurrentTime(), ", dir = ", cmd.m_vector.ToString(), ", crc = ", crc); for (int i = 0; i < m_movement_predicts.Count; ++i) { MovementPredict predict = m_movement_predicts[i]; if (predict.m_command_crc == crc) { if (predict.m_state == MovementPredict.AccumulateOffsetState || predict.m_state == MovementPredict.FollowLogicState) { exist = true; } } else if (predict.m_state == MovementPredict.AccumulateOffsetState || predict.m_state == MovementPredict.FollowLogicState) { predict.m_state = MovementPredict.EliminateOffsetState; predict.m_task.Cancel(); } } if (!exist) { Vector3 direction = RenderWorld.Vector3FP_To_Vector3(cmd.m_vector); PredictLocomotionTask task = RenderTask.Create <PredictLocomotionTask>(); task.Construct(this, direction, m_max_predict_time); var task_scheduler = GetRenderWorld().GetTaskScheduler(); task_scheduler.Schedule(task, GetRenderWorld().CurrentTime, FixPoint.PrecisionFP); MovementPredict predict = RecyclableObject.Create <MovementPredict>(); predict.m_state = MovementPredict.AccumulateOffsetState; predict.m_command_crc = crc; predict.m_task = task; m_movement_predicts.Add(predict); PlayMoveAnimation(direction); } } break; case EntityMoveCommand.DestinationType: { if (m_copy_state == NoCopy) { m_copy_state = WaitCopy; } //下面这段代码和EntityMoveCommand.StopMoving差不多 for (int i = 0; i < m_movement_predicts.Count; ++i) { MovementPredict predict = m_movement_predicts[i]; if (predict.m_state == MovementPredict.AccumulateOffsetState || predict.m_state == MovementPredict.FollowLogicState) { predict.m_state = MovementPredict.EliminateOffsetState; predict.m_task.Cancel(); } } MovementPredict temp = RecyclableObject.Create <MovementPredict>(); temp.m_state = MovementPredict.CopyLogicState; m_movement_predicts.Add(temp); Vector3 direction = RenderWorld.Vector3FP_To_Vector3(cmd.m_vector) - m_model_component.GetCurrentPosition(); PlayMoveAnimation(direction); } break; case EntityMoveCommand.StopMoving: { m_copy_state = NoCopy; for (int i = 0; i < m_movement_predicts.Count; ++i) { MovementPredict predict = m_movement_predicts[i]; if (predict.m_state == MovementPredict.AccumulateOffsetState || predict.m_state == MovementPredict.FollowLogicState) { predict.m_state = MovementPredict.EliminateOffsetState; predict.m_task.Cancel(); } } MovementPredict temp = RecyclableObject.Create <MovementPredict>(); temp.m_state = MovementPredict.StopState; m_movement_predicts.Add(temp); StopMoveAnimation(); //LogWrapper.LogDebug("PredictEntityMove, StopMoving, time =", GetCurrentTime()); } break; default: break; } }