コード例 #1
0
        /// <summary>
        /// 返回一个最合理的拾取位置
        /// </summary>
        public Vector3 GenerateDropPosition(Vector3 pos, int count)
        {
            //if(count > 3)
            //    return pos;

            Vector3 retPos = Vector3.zero;

            // 先对位置进行简单随机
            //            const float dropPosMaxOffset = 2f;
            //            float offsetX = Maths.Random_.Range(-dropPosMaxOffset, dropPosMaxOffset);
            //            float offsetZ = Maths.Random_.Range(-dropPosMaxOffset, dropPosMaxOffset);
            //            retPos.x =  pos.x + offsetX;
            //            retPos.y =  pos.y;
            //            retPos.x =  pos.z + offsetZ;

            Actor localPlayer = Game.GetInstance().GetLocalPlayer();

            if (pos.Equals(Vector3.zero) == true && localPlayer != null)
            {
                pos = localPlayer.transform.position;
            }

            int   dropCnt = DropNum + 10;
            float r       = dropCnt * 0.1f;
            float degrees = dropCnt * 1f;

            retPos.x = pos.x + r * (float)Math.Cos(degrees);
            retPos.z = pos.z + r * (float)Math.Sin(degrees);

            if (localPlayer != null)
            {
                retPos.y = localPlayer.transform.position.y;
            }

            //GameDebug.LogWarning("Drop pos: " + retPos);

            // 限制在副本场景内
            retPos = InstanceHelper.ClampInWalkableRange(retPos);
            // 获取地形高度
            retPos.y = PhysicsHelp.GetHeight(retPos.x, retPos.z);
            // 如果地形太低、则取本地玩家的高度
            if (retPos.y <= -19f)
            {
                var local_player = Game.GetInstance().GetLocalPlayer();
                if (local_player != null)
                {
                    retPos.y = local_player.transform.position.y;
                }
            }

            /*foreach (DropColliderComponent drop in mDrops)
             * {
             *  if (drop != null && (retPos - drop.transform.position).sqrMagnitude < 3f)
             *  {
             *      return GenerateDropPosition(retPos, count+1);
             *  }
             * }*/

            return(retPos);
        }
コード例 #2
0
ファイル: InterObject.cs プロジェクト: wuhuolong/MaxBooks
        public void FixPos()
        {
            Transform trans = m_ModelParent.transform;

            trans.position = PhysicsHelp.GetPosition(trans.position.x, trans.position.z);
            //trans.position = InstanceHelper.ClampInWalkableRange(trans.position);

            //if (Mathf.Approximately(trans.position.y, PhysicsHelp.ILLEGAL_HEIGHT))
            //{
            //    GameDebug.LogWarning(string.Format("InterObject ILLEGAL_HEIGHT {0}", trans.position.ToString()));
            //    trans.position = InstanceHelper.ClampInWalkableRange(trans.position);
            //}
        }
コード例 #3
0
        public IEnumerator SetFootprintId(uint footprintId)
        {
            if (footprintId <= 0)
            {
                Clear();
                yield break;
            }

            if (mFootprintId == footprintId)
            {
                yield break;
            }

            DBFootprint.DBFootprintItem item = DBFootprint.GetFootprintItem(footprintId);
            if (item == null)
            {
                yield break;
            }
            mSceneEffectFile      = item.SuitablePath(true);
            mSceneEffectDelayTime = item.DelayTime;
            mCDTime      = item.CDTime;
            mMinDistance = item.MinDistance;
            mCreateTime  = 0;

            //var avatarPart = DBManager.Instance.GetDB<DBAvatarPart>().mData[footprintId];
            var avatarPart = DBAvatarPart.GetAvatarPartData(footprintId);

            if (avatarPart == null)
            {
                yield break;
            }
            mStandEffectFile = avatarPart.SuitablePath(true);

            if (mOwner == null || mOwner.transform == null)
            {
                yield break;
            }
            Vector3 pos = mOwner.transform.position;

            pos.y          = PhysicsHelp.GetHeight(pos.x, pos.z);
            mLastEffectPos = pos;
            mFootprintId   = footprintId;

            if (mOwner.IsUIModel())
            {
                yield return(ResourceLoader.Instance.StartCoroutine(LoadStandEffect(mStandEffectFile)));
            }
        }
コード例 #4
0
        void CheckCreateEffect()
        {
            mCreateTime += Time.deltaTime;
            if (mCreateTime > mCDTime)
            {
                Vector3 pos = mOwner.transform.position;
                pos.y = PhysicsHelp.GetHeight(pos.x, pos.z);

                if (Vector3.Distance(pos, mLastEffectPos) >= mMinDistance)
                {
                    mCreateTime = 0;
                    CreateSceneEffect(pos);
                    mLastEffectPos = pos;
                }
            }
        }
コード例 #5
0
        void HandleServerData(ushort protocol, byte[] data)
        {
            switch (protocol)
            {
            case NetMsg.MSG_MAP_LINE_STATE:     // 处理换线逻辑
            {
                S2CMapLineState msg = S2CPackBase.DeserializePack <S2CMapLineState>(data);
                SceneHelp.Instance.ProcessLineInfo(msg);
            }
            break;

            case NetMsg.MSG_PLAYER_DISPLAY_INFO:     // 处理查看其他玩家信息
            {
                var msg = S2CPackBase.DeserializePack <S2CPlayerDisplayInfo>(data);

                var equip_infos = msg.equips;
                m_OtherPlayerEquip.Clear();
                foreach (var info in equip_infos)
                {
                    var equip_goods = GoodsHelper.CreateEquipGoodsFromNet(info);
                    equip_goods.IsInstalledByOtherPlayer = true;
                    m_OtherPlayerEquip.Add(equip_goods);
                }
                Equip.EquipHelper.CalculatorSuitNum(m_OtherPlayerEquip);

                m_OtherPlayerEquipPosInfos = Equip.EquipHelper.GetEquipPosInfosByPkgInfos(msg.strengths, msg.baptizes);

                ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_CLICKPLAY_DISPLAY_INFO, new CEventEventParamArgs(msg.info, m_OtherPlayerEquip, m_OtherPlayerEquipPosInfos));
            }
            break;

            case NetMsg.MSG_MAP_GET_HANG_POS:     // 请求挂机位置
            {
                S2CMapGetHangPos msg = S2CPackBase.DeserializePack <S2CMapGetHangPos>(data);

                Vector3 pos = new Vector3(msg.pos.px * GlobalConst.UnitScale, 0f, msg.pos.py * GlobalConst.UnitScale);
                pos = PhysicsHelp.GetPosition(pos.x, pos.z);
                TargetPathManager.Instance.GoToConstPosition(msg.dungeon_id, msg.line_id, pos, null, () => { InstanceManager.Instance.SetOnHook(true); });
            }
            break;

            default:
                break;
            }
        }
コード例 #6
0
        /// <summary>
        /// 移动固定的位置
        /// </summary>
        /// <param name="offset">移动的偏移数值</param>
        /// <param name="on_ground">移动时是否贴近地面</param>
        /// <param name="slider">移动时是否沿着边界滑动</param>
        public void Move(Vector3 offset, bool on_ground, bool slider = true)
        {
//             MoveAgent(offset, on_ground, slider);
//             return;

            if (offset == Vector3.zero || mOwner.DisableMoveState)
            {
                return;
            }

            move_data.pos = new PkgNwarPos();

            // 减少Trans.position 这样的调用,会显著影响性能
            Vector3 ownerPos = mOwnerTrans.position;

            // 当移动不贴近地面(浮空等)时,需要先计算贴近地面的高度,不然NavMesh的碰撞检测可能检测不到
            if (on_ground == false)
            {
                float height = RoleHelp.GetHeightInScene(mOwner.ActorId, ownerPos.x, ownerPos.z);
                ownerPos.y = height;
            }

            Vector3 origin = ownerPos;        // 碰撞检测的起点
            Vector3 newPos = origin + offset; // 移动后的新位置

            Vector3 move     = offset;        // 偏移量
            float   offset_y = move.y;        // 记录原有的高度偏移

            move.y = 0;                       // 碰撞检测时将高度偏移设置为0

            bool touchEdge = false;           // 已经触碰到边界

            bool is_localplayer = mOwner.IsLocalPlayer;

            bool collide_check = true;
            bool is_monster    = mOwner.IsMonster();//怪物不进行碰撞检测

            if (is_monster)
            {
                collide_check = false;
            }
            else
            {
                collide_check = true;
            }

            if (collide_check)
            {
                Vector3     final_move = move;
                XNavMeshHit hit;
                if (XNavMesh.Raycast(origin, origin + move * (1.0f + Radius / move.magnitude), out hit, LevelManager.GetInstance().AreaExclude))
                {
                    touchEdge = true;

                    if (slider)// 需要沿着边界滑动时
                    {
                        float sameDir = Vector3.Dot(hit.normal, final_move);
                        if (sameDir > 0)// 法线与移动方向相同,说明角色在边界外
                        {
                            final_move.y = offset_y;
                            newPos       = origin + final_move;
                        }
                        else
                        {
                            if (hit.normal == Vector3.zero)// NavMesh获得的法线数值可能为0
                            {
                                Debug.DrawLine(origin, origin + final_move, Color.yellow, 5.0f);

                                final_move.y = offset_y;
                                newPos       = origin + final_move;
                                //final_move = Vector3.zero;
                                //newPos = origin;
                            }
                            else
                            {
                                // 碰到边界进行滑动
                                Vector3 tanget = Vector3.Cross(Vector3.up, hit.normal);
                                final_move = tanget * Vector3.Dot(tanget, final_move);
                                float sMoveLen = final_move.magnitude;
                                if (sMoveLen < DBActor.MinDisToGround)// 移动方向垂直于法线
                                {
                                    final_move = Vector3.zero;
                                    newPos     = origin;
                                }
                                else
                                {
                                    // 沿着切线方向再次做检测,以免滑动的时候移动到另一个边界外
                                    if (XNavMesh.Raycast(origin, origin + final_move * (1.0f + Radius / sMoveLen), out hit, LevelManager.GetInstance().AreaExclude))
                                    {
                                        final_move = Vector3.zero;
                                        newPos     = origin;
                                    }
                                    else
                                    {
                                        final_move.y = offset_y;
                                        newPos       = origin + final_move;
                                    }
                                }
                            }
                        }
                    }
                    else// 不滑动,则直接移动到碰撞点
                    {
                        Vector3 radius_pos = PhysicsHelp.BoundaryHitPos(origin, hit.position);
                        newPos.x = radius_pos.x;
                        newPos.z = radius_pos.z;
                    }
                }
            }

            float terrain_height = RoleHelp.GetHeightInScene(mOwner.ActorId, newPos.x, newPos.z);

            if (newPos.y < terrain_height + DBActor.MinDisToGround)// 如果当前位置已经贴近地面,则设置m_IsGround为true
            {
                m_IsGround = true;
                newPos.y   = terrain_height;
            }
            else
            {
                if (on_ground || touchEdge) // 如果角色已经触碰到边界,则让其掉到地上
                {
                    newPos.y   = terrain_height;
                    m_IsGround = true;
                }
                else
                {
                    m_IsGround = false;
                }
            }

            // 在多人副本、野外地图中,本地玩家碰到障碍物的时候需要通知服务端
            if (is_localplayer && slider)
            {
                if (touchEdge)
                {
                    m_IsTouchEdge = true;

                    Vector3 totalMove = newPos - origin;
                    totalMove.y = 0;
                    Vector3 moveDir = totalMove.normalized;

                    move_data.id     = mOwner.UID.obj_idx;
                    move_data.pos.px = (int)(origin.x * 100.0f);
                    move_data.pos.py = (int)(origin.z * 100.0f);
                    move_data.dir    = Maths.Util.VectorToAngle(moveDir);

                    float   totalMoveLen = totalMove.magnitude;
                    Vector3 xz_offset    = offset;
                    xz_offset.y = 0;
                    float ortMoveLen = xz_offset.magnitude;
                    if (totalMoveLen > 0 && ortMoveLen > 0)
                    {
                        move_data.speed = (uint)(mOwner.MoveSpeed * (totalMoveLen / ortMoveLen) * 100);
                    }
                    else
                    {
                        move_data.speed = 0;
                    }

                    // 数据发生变化时才发送滑动协议
                    if (!mSliderData.Equal(move_data))
                    {
                        mSliderData.Assign(move_data);

                        slider_data.slide = move_data;
                        NetClient.GetCrossClient().SendData <C2SNwarSlide>(NetMsg.MSG_NWAR_SLIDE, slider_data);
                    }
                }
                // 当滑动结束时,需要同步一次方向和位置
                else if (m_IsTouchEdge)
                {
                    m_IsTouchEdge = false;

                    Vector3 totalMove = newPos - origin;
                    totalMove.y = 0;
                    Vector3 moveDir = totalMove.normalized;

                    move_data.id     = mOwner.UID.obj_idx;
                    move_data.pos.px = (int)(origin.x * 100.0f);
                    move_data.pos.py = (int)(origin.z * 100.0f);
                    move_data.dir    = Maths.Util.VectorToAngle(moveDir);

                    float   totalMoveLen = totalMove.magnitude;
                    Vector3 xz_offset    = offset;
                    xz_offset.y = 0;
                    float ortMoveLen = xz_offset.magnitude;
                    if (totalMoveLen > 0 && ortMoveLen > 0)
                    {
                        move_data.speed = (uint)(mOwner.MoveSpeed * (totalMoveLen / ortMoveLen) * 100);
                    }
                    else
                    {
                        move_data.speed = 0;
                    }

                    mSliderData.Assign(move_data);
                    slider_data.slide = move_data;
                    NetClient.GetCrossClient().SendData <C2SNwarSlide>(NetMsg.MSG_NWAR_SLIDE, slider_data);
                }
            }

            mOwnerTrans.position = newPos;
            OnMove();
        }
コード例 #7
0
ファイル: ActorManager.cs プロジェクト: wuhuolong/MaxBooks
        public void UpdateUnitCache(bool doAll, UnitCacheDataFilter filter)
        {
            const int MAX_PROCESS_UNIT_PER_FRAME = 3;

            for (int i = 0; mUnitCacheData.Count != 0; ++i)
            {
                if (!doAll)
                {
                    if (i >= MAX_PROCESS_UNIT_PER_FRAME)
                    {
                        break;
                    }
                }

                UnitCacheInfo info = PopUnitCacheData();

                if (info == null)
                {
                    continue;
                }

                if (info.UnitType != EUnitType.UNITTYPE_PLAYER && info.UnitType != EUnitType.UNITTYPE_NPC &&
                    info.UnitType != EUnitType.UNITTYPE_MONSTER && info.UnitType != EUnitType.UNITTYPE_PET)
                {
                    continue;
                }

                if (filter != null && !filter(info))
                {
                    continue;
                }

                Actor actor = null;
                if (info.CacheType == UnitCacheInfo.EType.ET_Create)
                {
                    float rawY = info.PosBorn.y;
                    info.PosBorn = PhysicsHelp.GetPosition(info.PosBorn.x, info.PosBorn.z);
                    if (info.UnitType == EUnitType.UNITTYPE_PLAYER)
                    {
                        if (info.UnitID.Equals(mGame.LocalPlayerID))// 创建本地玩家
                        {
                            actor = mGame.GetLocalPlayer();
                            if (actor == null)
                            {
                                var vocation = (Actor.EVocationType)ActorHelper.TypeIdToRoleId(info.AOIPlayer.type_idx);
                                info.AOIPlayer.model_id_list = ReplaceModelList(info.AOIPlayer.model_id_list, vocation, false);
                                actor = ActorManager.Instance.CreateActor <LocalPlayer>(info, info.Rotation, null);
                                ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_LOCALPLAYER_CREATE, new CEventBaseArgs(actor));
                            }
                        }
                        else// 创建其他玩家
                        {
                            if (ActorManager.Instance.ActorSet.ContainsKey(info.UnitID))
                            {
                                GameDebug.Log(string.Format("Player(ID: {0}) has been created.", info.UnitID.obj_idx));
                                continue;
                            }

                            actor = ActorManager.Instance.CreateActor <RemotePlayer>(info, info.Rotation, null);

                            // FIXME 创建本地玩家的时候也会发送该消息
                            ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_REMOTEPLAYER_CREATE, new CEventBaseArgs(actor));
                        }
                    }
                    else if (info.UnitType == EUnitType.UNITTYPE_NPC)
                    {
                        actor = ActorManager.Instance.CreateActor <NpcPlayer>(info, info.ClientNpc.Rotation, null);
                    }
                    else if (info.UnitType == EUnitType.UNITTYPE_MONSTER)
                    {
                        if (ActorManager.Instance.ActorSet.ContainsKey(info.UnitID))
                        {
                            GameDebug.LogError(string.Format("Monster(ID: {0}) has been created.", info.UnitID.obj_idx));
                            continue;
                        }
                        Monster.CreateParam createParam = new Monster.CreateParam();
                        createParam.is_pet = false;
                        if (ActorHelper.IsSummon(info.UnitID.obj_idx))
                        {
                            createParam.summon     = true;
                            createParam.summonType = Monster.MonsterType.SummonRemoteMonster;
                            if (info.ParentActor != null)
                            {
                                createParam.master = info.ParentActor.UID;
                                // 判断是不是本地召唤怪
                                if (createParam.master.Equals(Game.Instance.LocalPlayerID) == true)
                                {
                                    createParam.summonType = Monster.MonsterType.SummonLocalMonster;
                                }
                            }
                        }
                        var obj = ActorManager.Instance.CreateActor <Monster>(info, info.Rotation, createParam);
                    }
                    else if (info.UnitType == EUnitType.UNITTYPE_PET)
                    {
                        if (ActorManager.Instance.ActorSet.ContainsKey(info.UnitID))
                        {
                            GameDebug.LogError(string.Format("Pet(ID: {0}) has been created.", info.UnitID.obj_idx));
                            continue;
                        }

                        Monster.CreateParam createParam = new Monster.CreateParam();
                        createParam.is_pet = true;
                        createParam.summon = false;
                        if (info.ParentActor != null)
                        {
                            createParam.master = info.ParentActor.UID;
                        }

                        if (info.AOIPet.is_local)
                        {
                            ActorManager.Instance.CreateActor <LocalPet>(info, info.Rotation, createParam);
                        }
                        else
                        {
                            ActorManager.Instance.CreateActor <RemotePet>(info, info.Rotation, createParam);
                        }
                    }
                }
                else if (info.CacheType == UnitCacheInfo.EType.ET_Destroy)
                {
                    ActorManager.Instance.DestroyActor(info.UnitID, 0);
                }
                else
                {
                    GameDebug.LogError("Error Cache data!");
                }
            }
        }
コード例 #8
0
        /// <summary>
        /// 开始
        /// </summary>
        public override bool Begin(SkillAction action)
        {
            base.Begin(action);

            m_DynamicStageTime = mSkillAction.ActionData.CastingStageTime;
            m_RealTargetPos    = Vector3.zero;

            // 判定是否要进入持续施法阶段
            if (mSkillAction.ActionData.SkillInfo.CastingTime <= 0.0f)
            {
                return(false);
            }

            Actor src_actor = mSkillAction.SkillParent.SrcActor;

            // 技能的隐身
            if (mSkillAction.ActionData.SkillInfo.Invisible)
            {
                if (src_actor.mVisibleCtrl.VisibleMode == EVisibleMode.Visible)
                {
                    mSkillAction.HideActor = true;
                    src_actor.mVisibleCtrl.SetActorVisible(false, true, false, VisiblePriority.SKILL);
                }
            }

            // 播放动画
            string casting_ani = mSkillAction.ActionData.CastingAnimation;

            if (casting_ani != string.Empty && casting_ani != mSkillAction.ActionData.SkillAnimation)
            {
                src_actor.Play(mSkillAction.ActionData.CastingAnimation);
            }
            src_actor.SetAnimationSpeed(mSkillAction.SkillParent.SpeedScale);

            // 施法阶段的位移
            MoveCtrl move_ctrl = src_actor.MoveCtrl;

            mSkillAction.SkillParent.MovingSpeed = mSkillAction.ActionData.SkillInfo.CastingSpeed;
            src_actor.MoveSpeed = mSkillAction.ActionData.SkillInfo.CastingSpeed;
            mSkillAction.BeginMove();

            uint target_id = mSkillAction.SkillParent.TargetID;     // 目标玩家的id

            if (target_id == 0)                                     // 无目标玩家
            {
                move_ctrl.MoveDirInAttacking(src_actor.ForwardDir); // 沿当前方向移动
                Vector3 src_pos = src_actor.Trans.position;
                m_RealTargetPos = src_pos + mSkillAction.SkillParent.AttackDir * mSkillAction.ActionData.SkillInfo.CastingSpeed * mSkillAction.ActionData.CastingStageTime;
                XNavMeshHit hit;
                if (XNavMesh.Raycast(src_pos, m_RealTargetPos, out hit, xc.Dungeon.LevelManager.GetInstance().AreaExclude))
                {
                    m_RealTargetPos = PhysicsHelp.BoundaryHitPos(src_pos, hit.position);
                }
            }
            else// 有目标玩家
            {
                Vector3 src_pos      = src_actor.Trans.position;
                Actor   target_actor = ActorManager.Instance.GetPlayer(target_id);// 获取目标玩家

                Vector3 target_pos = Vector3.zero;
                if (target_actor != null)
                {
                    target_pos = target_actor.Trans.position;
                    Vector3 vec = target_pos - src_pos;
                    float   len = vec.magnitude;

                    if (len > mSkillAction.RushTargetRange)
                    {
                        float real_len = len - mSkillAction.RushTargetRange;
                        target_pos = src_pos + vec * real_len / len;
                        XNavMeshHit hit;
                        if (XNavMesh.Raycast(src_pos, target_pos, out hit, xc.Dungeon.LevelManager.GetInstance().AreaExclude))
                        {
                            target_pos = PhysicsHelp.BoundaryHitPos(src_pos, hit.position);
                        }

                        if (mSkillAction.ActionData.SkillInfo.CastingSpeed != 0)
                        {
                            m_RealTargetPos = target_pos;
                            float calc_castingTime = real_len / mSkillAction.ActionData.SkillInfo.CastingSpeed;// 根据距离和速度计算施法阶段的时间
                            float fix_castingTime  = mSkillAction.ActionData.CastingStageTime;
                            if (calc_castingTime < fix_castingTime)
                            {
                                m_DynamicStageTime = calc_castingTime;
                            }
                        }
                    }
                    else
                    {
                        target_pos         = src_pos;
                        m_DynamicStageTime = 0;
                    }

                    move_ctrl.MoveDirInAttacking(vec);// 冲到目标点的方向
                }
                else
                {
                    target_pos = src_pos + mSkillAction.SkillParent.AttackDir * mSkillAction.ActionData.SkillInfo.CastingSpeed * mSkillAction.ActionData.CastingStageTime;
                    XNavMeshHit hit;
                    if (XNavMesh.Raycast(src_pos, target_pos, out hit, xc.Dungeon.LevelManager.GetInstance().AreaExclude))
                    {
                        target_pos      = PhysicsHelp.BoundaryHitPos(src_pos, hit.position);
                        m_RealTargetPos = target_pos;
                    }
                }

                if (src_actor.AttackCtrl.mIsSendMsg)
                {
                    C2SNwarChargeStop charge_stop = new C2SNwarChargeStop();
                    charge_stop.skill_id = mSkillAction.ActionData.SkillInfo.Id;
                    PkgNwarMove move = new PkgNwarMove();
                    move.id = src_actor.UID.obj_idx;
                    PkgNwarPos pos = new PkgNwarPos();
                    pos.px           = (int)(target_pos.x * 100);
                    pos.py           = (int)(target_pos.z * 100);
                    move.pos         = pos;
                    move.speed       = 0;
                    move.time        = 0;
                    charge_stop.move = move;

                    NetClient.GetCrossClient().SendData <C2SNwarChargeStop>(NetMsg.MSG_NWAR_CHARGE_STOP, charge_stop);
                }
            }


            return(true);
        }
コード例 #9
0
        /// <summary>
        /// 通过角色id来获取角色在场景里面的偏移位置
        /// </summary>
        /// <param name="type_id"></param>
        /// <returns></returns>
        public static Vector3 GetPositionInScene(uint type_id, float x, float z)
        {
            Vector3 pos = PhysicsHelp.GetPosition(x, z);

            return(pos);
        }
コード例 #10
0
        /// <summary>
        /// 通过角色id来获取角色在场景里面的偏移位置
        /// </summary>
        /// <param name="type_id"></param>
        /// <returns></returns>
        public static float GetHeightInScene(uint type_id, float x, float z)
        {
            float height = PhysicsHelp.GetHeight(x, z);

            return(height);
        }
コード例 #11
0
        void HandleServerData(ushort pro, byte[] data)
        {
            switch (pro)
            {
            case NetMsg.MSG_MWAR_DEBUG_BULLET:     // 响应服务端的子弹位置调试的消息
            {
                if (TestUnit.DisplayDebugDraw == false)
                {
                    return;
                }
            }
            break;

            case NetMsg.MSG_MWAR_DEBUG_WORD:     // 绘制服务端发来的文字
            {
                if (TestUnit.DisplayDebugDraw == false)
                {
                    return;
                }

                S2CMwarDebugWord debugWord = S2CPackBase.DeserializePack <S2CMwarDebugWord>(data);

                Vector3    pos    = PhysicsHelp.GetPosition(debugWord.px / 100.0f, debugWord.py / 100.0f);
                Object     prefab = Resources.Load("core/prefabs/AttackSphere");
                GameObject testGo = GameObject.Instantiate(prefab, pos, Quaternion.identity) as GameObject;
                testGo.transform.localScale = Vector3.one * (1.0f) / 100.0f * 2;
                testGo.transform.parent     = MainGame.CoreObject.transform;

                Color col = GetColor(debugWord.color);
                testGo.GetComponent <Renderer>().material.SetColor("_Color", col);

                testGo.AddComponent <DelayDestroyComponent>().DelayTime = debugWord.time;

                UI3DText ui3dText = testGo.AddComponent <UI3DText>();
                ui3dText.Text      = System.Text.Encoding.UTF8.GetString(debugWord.word);
                ui3dText.TextColor = col;
                ui3dText.FontSize  = (int)debugWord.size;
                ui3dText.UpdatePosition(pos, Vector3.zero, Vector3.zero);
                //ui3dText.SetOwnerTrans(null);

                break;
            }

            case NetMsg.MSG_MWAR_DEBUG_POS:     // 绘制服务端发送过来的位置
            {
                if (TestUnit.DisplayDebugDraw == false)
                {
                    return;
                }

                var debugPos = S2CPackBase.DeserializePack <S2CMwarDebugPos>(data);

                Vector3    pos    = PhysicsHelp.GetPosition(debugPos.px / 100.0f, debugPos.py / 100.0f);
                Object     prefab = Resources.Load("core/prefabs/AttackSphere");
                GameObject testGo = GameObject.Instantiate(prefab, pos, Quaternion.identity) as GameObject;
                testGo.transform.localScale = Vector3.one * debugPos.radius / 100.0f * 2;
                testGo.transform.parent     = MainGame.CoreObject.transform;

                Color col = GetColor(debugPos.color);
                testGo.GetComponent <Renderer>().material.SetColor("_Color", col);

                testGo.AddComponent <DelayDestroyComponent>().DelayTime = 0.5f;
            }
            break;

            case NetMsg.MSG_MWAR_DEBUG_LINE:     // 绘制服务端发送过来的线段
            {
                if (TestUnit.DisplayDebugDraw == false)
                {
                    return;
                }

                S2CMwarDebugLine debugLine = S2CPackBase.DeserializePack <S2CMwarDebugLine>(data);

                float   height    = PhysicsHelp.GetHeight(debugLine.px1 / 100.0f, debugLine.py1 / 100.0f);
                Vector3 pos1      = new Vector3(debugLine.px1 / 100.0f, height, debugLine.py1 / 100.0f);
                Vector3 pos2      = new Vector3(debugLine.px2 / 100.0f, height, debugLine.py2 / 100.0f);
                Vector3 dir       = (pos2 - pos1);
                Vector3 dirNormal = dir.normalized;
                if (dirNormal == Vector3.zero)
                {
                    return;
                }

                Vector3 middlePos = (pos1 + pos2) / 2.0f;

                Object     prefab = Resources.Load("core/prefabs/AttackCube");
                GameObject testGo = GameObject.Instantiate(prefab, middlePos, Quaternion.identity) as GameObject;

                testGo.transform.localScale = new Vector3(debugLine.radius * 2.0f / 100.0f, debugLine.radius * 2.0f / 100.0f, (pos2 - pos1).magnitude);
                testGo.transform.rotation   = Quaternion.LookRotation(dirNormal, Vector3.up);
                testGo.transform.parent     = MainGame.CoreObject.transform;

                Color col = GetColor(debugLine.color);
                testGo.GetComponent <Renderer>().material.SetColor("_Color", col);

                testGo.AddComponent <DelayDestroyComponent>().DelayTime = debugLine.time;
            }
            break;

            case NetMsg.MSG_MWAR_DEBUG_CIRCLE:    // 绘制服务端发送过来的圆环
            {
                if (TestUnit.DisplayDebugDraw == false)
                {
                    return;
                }

                var     debugCircle = S2CPackBase.DeserializePack <S2CMwarDebugCircle>(data);
                float   height      = PhysicsHelp.GetHeight(debugCircle.px / 100.0f, debugCircle.py / 100.0f);
                Vector3 pos         = new Vector3(debugCircle.px / 100.0f, height, debugCircle.py / 100.0f);

                Object     prefab = Resources.Load("Core/Prefabs/AttackCircle");
                GameObject testGo = GameObject.Instantiate(prefab, pos, Quaternion.identity) as GameObject;

                testGo.transform.localScale = new Vector3(debugCircle.size / 100.0f, 1.0f, debugCircle.size / 100.0f);
                testGo.transform.rotation   = Quaternion.identity;
                testGo.transform.parent     = MainGame.CoreObject.transform;

                Color col = GetColor(debugCircle.color);
                testGo.GetComponentInChildren <Renderer>().material.SetColor("Tint Color", col);
                testGo.AddComponent <DelayDestroyComponent>().DelayTime = debugCircle.time * GlobalConst.MilliToSecond;
            } break;
            }
        }