protected override void Run(ETModel.Session session, M2C_CreateUnits message) { UnitComponent unitComponent = ETModel.Game.Scene.GetComponent <UnitComponent>(); foreach (UnitInfo unitInfo in message.Units) { if (unitComponent.Get(unitInfo.UnitId) != null) { continue; } UnitData unitData = new UnitData(); unitData.groupIndex = (GroupIndex)unitInfo.GroupIndex; unitData.layerMask = (UnitLayerMask)unitInfo.LayerMask; unitData.unitLayer = (UnitLayer)unitInfo.UnitLayer; unitData.unitTag = (UnitTag)unitInfo.UnitTag; Unit unit = UnitFactory.Create(unitInfo.UnitId, 1001, unitData); NumericComponent numericComponent = unit.GetComponent <NumericComponent>(); foreach (var v in unitInfo.UnitNumerics) { numericComponent.Set((NumericType)v.Type, v.Value); } BattleEventHandler.LoadAssets(unit); Vector3 postion = new Vector3(unitInfo.Position.X, unitInfo.Position.Y, unitInfo.Position.Z); unit.GameObject.transform.forward = new Vector3(unitInfo.Dir.X, unitInfo.Dir.Y, unitInfo.Dir.Z); unit.Position = postion; Dictionary <Type, IProperty> unitStateList = new Dictionary <Type, IProperty>(); P_Position property_Position = new P_Position(); property_Position.Value = postion; // 防止掉下去 unitStateList.Add(typeof(P_Position), property_Position); unit.GetComponent <UnitStateComponent>().Init(unitStateList); } }
public void Awake() { otherPlayers = new List <Unit>(); Game.Scene.GetComponent <GlobalConfigComponent>().networkPlayMode = false; Game.EventSystem.Run(EventIdType.LoadAssets); { UnitData playerData = new UnitData(); playerData.groupIndex = GroupIndex.Player; playerData.layerMask = UnitLayerMask.ALL; playerData.unitLayer = UnitLayer.Character; playerData.unitTag = UnitTag.Player; //创建主角 Unit v = UnitFactory.Create(IdGenerater.GenerateId(), 1001, playerData); v.Position = new UnityEngine.Vector3(-10, 0, -10); UnitComponent.Instance.MyUnit = v; v.AddComponent <CameraComponent>(); v.AddComponent <CommandComponent>(); var input = v.AddComponent <InputComponent>(); var list = v.GetComponent <ActiveSkillComponent>().skillList.Keys.ToArray(); input.AddSkillToHotKey("Q", list[0]); input.AddSkillToHotKey("W", list[1]); input.AddSkillToHotKey("E", list[2]); BattleEventHandler.LoadAssets(v); } UnitData monsterData = new UnitData(); monsterData.groupIndex = GroupIndex.Monster; monsterData.layerMask = UnitLayerMask.ALL; monsterData.unitLayer = UnitLayer.Character; monsterData.unitTag = UnitTag.Monster; { //创建怪物 Unit v = UnitFactory.Create(IdGenerater.GenerateId(), 1001, monsterData); v.Position = new UnityEngine.Vector3(4.2f, 4, -15); v.Rotation = UnityEngine.Quaternion.LookRotation(v.Position - UnitComponent.Instance.MyUnit.Position, Vector3.up); //v.AddComponent<PDynamicBodyComponent, Shape>(new CircleShape() { Radius = 0.5f }); BattleEventHandler.LoadAssets(v); otherPlayers.Add(v); } { //创建怪物 Unit v = UnitFactory.Create(IdGenerater.GenerateId(), 1001, monsterData); v.Position = new UnityEngine.Vector3(-10, 0, 11); v.Rotation = UnityEngine.Quaternion.LookRotation(v.Position - UnitComponent.Instance.MyUnit.Position, Vector3.up); //v.AddComponent<PDynamicBodyComponent, Shape>(new CircleShape() { Radius = 0.5f }); BattleEventHandler.LoadAssets(v); otherPlayers.Add(v); } { //创建怪物 Unit v = UnitFactory.Create(IdGenerater.GenerateId(), 1001, monsterData); v.Position = new UnityEngine.Vector3(-10, 0, 15); v.Rotation = UnityEngine.Quaternion.LookRotation(v.Position - UnitComponent.Instance.MyUnit.Position, Vector3.up); //v.AddComponent<PDynamicBodyComponent, Shape>(new CircleShape() { Radius = 0.5f }); BattleEventHandler.LoadAssets(v); otherPlayers.Add(v); } //这里准备其他角色施放技能的参数 }