コード例 #1
0
        private void OnTriggerEnter(Collider other)
        {
            SoldierCtrl soldierCtrl = other.gameObject.GetComponent <SoldierCtrl>();

            DataMgr.Instance.SoldierDic.Remove(soldierCtrl.id);
            Destroy(other.gameObject);
            if (soldierCtrl.playerId == LocalUser.Instance.PlayerId)
            {
                string key     = soldierCtrl.SoldierName;
                var    message = new mmopb.soldierBreak_req();
                message.keyName = key;
                ClientNet.Instance.Send(ProtoBuf.ProtoHelper.EncodeWithName(message));
            }
        }
コード例 #2
0
ファイル: BuildCtrl.cs プロジェクト: blackkingtht/war
        //出兵
        private void StartSoldier()
        {
            string  soldierName   = SoldierName + "_" + this.Level.ToString();   //当前按建筑生产的士兵的名称,用于获取信息
            Vector3 newSoldierPos = transform.position;

            newSoldierPos.z -= (float)1;
            //创建士兵(导入模型和材质贴图的预制体)
            GameObject  newSoldier     = (GameObject)Resources.Load("Prefabs/" + SoldierName);
            SoldierCtrl newSoldierCtrl = Instantiate(newSoldier, newSoldierPos, StartRotate).AddComponent <SoldierCtrl>();
            Material    material       = Resources.Load("Materials/level" + Level) as Material;
            //Debug.Log(newSoldier.name + "****************");
            GameObject child = newSoldierCtrl.gameObject.transform.Find(DataMgr.Instance.ObjChildObjDic[newSoldier.name]).gameObject;

            child.GetComponent <SkinnedMeshRenderer>().material = material;
            lock (lockObject)
            {
                DataMgr.Instance.SoldierDic.Add(DataMgr.SoldierId, newSoldierCtrl);         //将士兵加入士兵字典
                newSoldierCtrl.Init(DataMgr.SoldierId++, BuildID, PlayerID, camp, Level, soldierName);
            }
        }
コード例 #3
0
ファイル: PlayerCtrl.cs プロジェクト: blackkingtht/war
        /// <summary>
        /// 每1/45秒向服务器发送己方小兵位置
        /// </summary>
        private void SendSoldierPosition()
        {
            var handle = new mmopb.sendSoldierPos_req();
            var dic    = new Dictionary <int, mmopb.p_SoldierPosInfo>();

            foreach (var pair in DataMgr.Instance.SoldierDic)
            {
                if (pair.Value.playerId == LocalUser.Instance.PlayerId)
                {
                    SoldierCtrl soldier = pair.Value;
                    var         info    = new mmopb.p_SoldierPosInfo();
                    info.x          = soldier.transform.position.x;
                    info.y          = soldier.transform.position.y;
                    info.z          = soldier.transform.position.z;
                    info.xQuternion = soldier.transform.rotation.x;
                    info.yQuternion = soldier.transform.rotation.y;
                    info.zQuternion = soldier.transform.rotation.z;
                    info.wQuternion = soldier.transform.rotation.w;
                    dic.Add(soldier.id, info);
                }
            }
            handle.soldierPosInfoList = dic;
            ClientNet.Instance.Send(ProtoBuf.ProtoHelper.EncodeWithName(handle));
        }
コード例 #4
0
 //行军状态
 private void RunState()
 {
     //Debug.Log("+++++" + DataMgr.Instance.dicInfo[SoldierName].Speed + "     " + influenceSpeed + "+++++++++");
     transform.Translate(Vector3.forward * Time.deltaTime * (DataMgr.Instance.dicInfo[SoldierName].Speed - influenceSpeed));
     //如果凉了切话到死亡状态
     if (currentHP <= 0)
     {
         state = State.Dead;
         ani.SetInteger("HP", currentHP);
     }
     //没有凉的话就探测敌人,最近
     else
     {
         var   nearestEnemy = new SoldierCtrl();
         float nearestDis   = (float)Double.PositiveInfinity;
         float tempDis;
         foreach (var e in soldierData.SoldierDic)
         {
             if (soldierData.SoldierDic.Contains(e) && e.Value.camp != this.camp)
             {
                 tempDis = Vector3.Distance(e.Value.transform.position, transform.position);
                 if (tempDis < nearestDis)
                 {
                     nearestEnemy = e.Value;
                     nearestDis   = tempDis;
                 }
             }
         }
         //当有敌人进入探测范围时朝它前进
         if (nearestDis <= Consts.DetectionRange)
         {
             Vector3    rotateVector = nearestEnemy.transform.position - transform.position;
             Quaternion newRotate    = Quaternion.LookRotation(rotateVector);
             this.transform.rotation = Quaternion.RotateTowards(this.transform.rotation, newRotate, Consts.RotateSpeed * Time.deltaTime);
             //敌人进入攻击距离,攻击
             if (nearestDis <= DataMgr.Instance.dicInfo[SoldierName].AttackRange)
             {
                 state   = State.Fight;
                 FightId = nearestEnemy.id;
             }
         }
         //默认前进方向,根据建筑物选择
         else
         {
             if (camp == Camp.Dark)
             {
                 if (DataMgr.Instance.DarkBuildDic.ContainsKey(buildId))
                 {
                     this.transform.rotation = Quaternion.RotateTowards(this.transform.rotation, DataMgr.Instance.DarkBuildDic[buildId].StartRotate, Consts.RotateSpeed * Time.deltaTime);
                 }
             }
             else
             {
                 if (DataMgr.Instance.BrightBuildDic.ContainsKey(buildId))
                 {
                     this.transform.rotation = Quaternion.RotateTowards(this.transform.rotation, DataMgr.Instance.BrightBuildDic[buildId].StartRotate, Consts.RotateSpeed * Time.deltaTime);
                 }
             }
         }
     }
 }