public void AddSyncData(NFMsg.ReqAckPlayerPosSync reqAckPlayerPosSync) { Clear(); for (int i = 0; i < reqAckPlayerPosSync.SyncUnit.Count; ++i) { NFMsg.PosSyncUnit syncUnit = reqAckPlayerPosSync.SyncUnit[i]; Vector3 pos = new Vector3(); Vector3 dir = new Vector3(); pos.x = syncUnit.Pos.X; pos.y = syncUnit.Pos.Y; pos.z = syncUnit.Pos.Z; if (syncUnit.Direction != null) { dir.x = syncUnit.Direction.X; dir.y = syncUnit.Direction.Y; dir.z = syncUnit.Direction.Z; } var keyframe = new NFHeroSyncBuffer.Keyframe(); keyframe.Position = pos; keyframe.Director = dir; keyframe.status = syncUnit.Status; if (mxSyncBuffer) { mxSyncBuffer.AddKeyframe(keyframe); } } }
public void AddSyncData(int sequence, NFMsg.PosSyncUnit syncUnit) { Clear(); Vector3 pos = new Vector3(); Vector3 dir = new Vector3(); if (syncUnit.Pos != null) { pos.x = syncUnit.Pos.X; pos.y = syncUnit.Pos.Y; pos.z = syncUnit.Pos.Z; } if (syncUnit.Orientation != null) { dir.x = syncUnit.Orientation.X; dir.y = syncUnit.Orientation.Y; dir.z = syncUnit.Orientation.Z; } var keyframe = new NFHeroSyncBuffer.Keyframe(); keyframe.Position = pos; keyframe.Director = dir; keyframe.status = syncUnit.Status; keyframe.InterpolationTime = sequence; if (mxSyncBuffer) { Debug.Log(keyframe.InterpolationTime + " move " + this.transform.position.ToString() + " TO " + keyframe.Position.ToString()); mxSyncBuffer.AddKeyframe(keyframe); } }
public void SendSyncMessage() { syncMessageCount++; NFMsg.Vector3 position = new NFMsg.Vector3(); position.X = mxHeroMotor.GetMovePos().x; position.Y = mxHeroMotor.GetMovePos().y; position.Z = mxHeroMotor.GetMovePos().z; NFMsg.Vector3 direction = new NFMsg.Vector3(); direction.X = mxHeroMotor.GetMoveDrictor().x; direction.Y = mxHeroMotor.GetMoveDrictor().y; direction.Z = mxHeroMotor.GetMoveDrictor().z; NFMsg.ReqAckPlayerPosSync playerPosSync = new NFMsg.ReqAckPlayerPosSync(); playerPosSync.Mover = mHelpModule.NFToPB(mLoginModule.mRoleID); NFMsg.PosSyncUnit posSyncUnit = new NFMsg.PosSyncUnit(); posSyncUnit.Pos = position; posSyncUnit.Direction = direction; posSyncUnit.Status = (int)mAnimaStateMachine.CurState(); playerPosSync.SyncUnit.Add(posSyncUnit); mxNetModule.RequireSyncPosition(playerPosSync); }