コード例 #1
0
        private void WriteNetworkAnimation(IUserCmd cmd, PlayerEntity playerEntity)
        {
            try
            {
                SingletonManager.Get <DurationHelp>().ProfileStart(CustomProfilerStep.StateWriteAnimation);
                // 更新动画播放进度,按需写入数据
                AnimatorChange(NetworkAnimatorUtil.GetAnimatorLayers(playerEntity.firstPersonAnimator.UnityAnimator,
                                                                     playerEntity.fpAnimStatus.AnimatorLayers,
                                                                     _fsmOutputs.AnimatorP1ChangedTrigger()), playerEntity.fpAnimStatus, cmd);

                AnimatorChange(NetworkAnimatorUtil.GetAnimatorLayers(playerEntity.thirdPersonAnimator.UnityAnimator,
                                                                     playerEntity.networkAnimator.AnimatorLayers,
                                                                     _fsmOutputs.AnimatorP3ChangedTrigger()), playerEntity.networkAnimator, cmd);
            }
            finally
            {
                SingletonManager.Get <DurationHelp>().ProfileEnd(CustomProfilerStep.StateWriteAnimation);
            }
        }
コード例 #2
0
        private void WriteNetworkAnimation(IUserCmd cmd, PlayerEntity playerEntity)
        {
            try
            {
                SingletonManager.Get <DurationHelp>().ProfileStart(CustomProfilerStep.StateWriteAnimation);

                NetworkAnimatorUtil.GetAnimatorLayers(playerEntity.firstPersonAnimator.UnityAnimator,
                                                      playerEntity.fpAnimStatus.AnimatorLayers);
                AnimatorChange(playerEntity.fpAnimStatus, cmd);
//                流量优化用
//                playerEntity.fpAnimStatus.ConvertStructureDataToCompressData();

                NetworkAnimatorUtil.GetAnimatorLayers(playerEntity.thirdPersonAnimator.UnityAnimator,
                                                      playerEntity.networkAnimator.AnimatorLayers);
                AnimatorChange(playerEntity.networkAnimator, cmd);
//                流量优化用
//                playerEntity.networkAnimator.ConvertStructureDataToCompressData();
            }
            finally
            {
                SingletonManager.Get <DurationHelp>().ProfileEnd(CustomProfilerStep.StateWriteAnimation);
            }
        }