protected void Fire() { while (events.GetCount() != 0) { NetEvent netEvent = events.Poll(); if (netEvent != null) { netEvent.Fire(); } } }
/// <summary> /// 消息事件派遣 /// </summary> public void Fire() { //事件派遣 while (mDataPackets.GetCount() > 0) { NetEvent msg = mDataPackets.Poll(); if (msg != null) { msg.Fire(); } } }
private void SynRemoveUnits() { while (removes.GetCount() > 0) { Unit unit = removes.take(); int id = unit.Id; if (units.ContainsKey(id)) { units.Remove(id); } //TODO 在unity中移除单元 } }
public void WriteFile(System.Object param) { LogFileWriter lfw = (LogFileWriter)param; while (lfw.isWorking) { while (logs.GetCount() != 0) { Log log = logs.Poll(1000); if (log != null) { WriteFile(log); } } } }
private void SynAddUnits() { while (adds.GetCount() > 0) { common.game.battle.engine.unit.Unit engineUnit = adds.take(); int unitCid = engineUnit.Cid; string modelprefabDir = "scenes/Boy@skin"; GameObject modelprefab = Resources.Load <GameObject>(modelprefabDir); common.game.battle.engine.Vector3 position = engineUnit.Position; GameObject model = GameObject.Instantiate(modelprefab, new Vector3(position.X, position.Y, position.Z), new Quaternion(0, 0, 0, 1)); Unit unit = new Unit(engineUnit, model); units.Add(engineUnit.Id, unit); if (engineUnit.IsControl) { contrller = unit; } } }