コード例 #1
0
        public void SaveRemoteTree(int configId, RemoteTree remoteTree)
        {
            Queue <RemoteTree> queue = null;

            if (!m_dicPool.TryGetValue(configId, out queue))
            {
                queue = new Queue <RemoteTree>();
                m_dicPool.Add(configId, queue);
            }
            remoteTree.Clear();
            queue.Enqueue(remoteTree);
        }
コード例 #2
0
        public RemoteTree GetRemoteTree(int configId)
        {
            Queue <RemoteTree> queue = null;

            if (m_dicPool.TryGetValue(configId, out queue))
            {
                if (queue.Count > 0)
                {
                    return(queue.Dequeue());
                }
            }
            NEData     neData     = RemoteCfgSys.Instance.GetSkillData(configId);
            RemoteTree remoteTree = CreateNode(neData) as RemoteTree;

            return(remoteTree);
        }
コード例 #3
0
ファイル: Remote.cs プロジェクト: DongerGroup/FrameSync-1
        public void Init(uint id, int configId, int campId, TSVector position, TSVector forward, uint targetAgentId, AgentObjectType targetAgentType, TSVector targetPosition, TSVector targetForward)
        {
            m_nId                = id;
            m_nConfigId          = configId;
            m_nCampId            = campId;
            this.gameObject.name = "remote_" + m_nId + "_" + m_nConfigId;
            m_cRemoteTree        = RemoteTreePool.Instance.GetRemoteTree(m_nConfigId);
            m_cRemoteData        = m_cRemoteTree.data as RemoteData;
            m_cAgentObj          = new AgentRemote(this);
            SetPosition(position);
            SetViewPosition(position);
            m_sLastPosition = position;
            SetForward(forward);
            SetViewForward(forward);
            m_sLastForward = forward;
            if (m_cBlackBoard == null)
            {
                m_cBlackBoard = new RemoteBlackBoard(this);
            }

            m_cTarget         = AgentObject.GetAgentObject(targetAgentId, targetAgentType);
            m_sTargetPosition = targetPosition;
            m_sTargetForward  = targetForward;
            m_cView           = SceneEffectPool.Instance.CreateEffect(m_cRemoteData.remotePath, false, this.transform);
            m_cLerpView       = gameObject.AddComponentOnce <LerpMoveView>();
            m_cLerpView.Init();
            m_cLerpView.StopMove();

            m_cHangPoint = gameObject.AddComponentOnce <HangPoint>();
            string remoteFullPath = PathTool.GetSceneEffectPath(m_cRemoteData.remotePath);

            m_cHangPoint.Init(remoteFullPath);
            //暂时不支持表现挂点(特效上挂特效)
            m_cHangPoint.InitHangView(null);

            m_cCollider = ObjectPool <GameCollider> .Instance.GetObject();

            m_cCollider.Init(remoteFullPath);
            m_cCollider.Update(curPosition, curForward);
        }
コード例 #4
0
ファイル: Remote.cs プロジェクト: DongerGroup/FrameSync-1
        public void Reset()
        {
            if (m_cView != null)
            {
                SceneEffectPool.Instance.DestroyEffectGO(m_cView);
                m_cView = null;
            }
            if (m_cCollider != null)
            {
                ObjectPool <GameCollider> .Instance.SaveObject(m_cCollider);

                m_cCollider = null;
            }
            m_cLerpView.StopMove();
            m_cBlackBoard.Clear();
            m_cHangPoint.Clear();
            m_cTarget = null;
            RemoteTreePool.Instance.SaveRemoteTree(m_nConfigId, m_cRemoteTree);
            m_cRemoteData = null;
            m_cRemoteTree = null;
            ClearAgent();
        }