예제 #1
0
    public override void    execute()
    {
        this.door = null;

        // 파워업 타이머
        // (캔디를 획득했을 때).
        if (this.shot_boost_timer > 0.0f)
        {
            this.shot_boost_timer -= Time.deltaTime;

            if (this.shot_boost_timer <= 0.0f)
            {
                // 타임아웃으로 효과 끝남.

                this.shot_boost_timer = 0.0f;

                ItemWindow.get().clearItem(Item.SLOT_TYPE.CANDY, 0);

                this.item_slot.candy.initialize();
            }
        }

        this.melee_attack.execute();

        if (this.ice_timer >= 0.0f)
        {
            this.ice_timer -= Time.deltaTime;
        }

        this.executeJinJin();

        this.skin_color_control.execute();

        this.execute_queries();
    }
예제 #2
0
        // 醫낅즺 泥댄겕.
        public bool             transition_check()
        {
            bool is_transit = false;

            if (this.player.step.get_time() >= use_motion_delay && this.player.control.getMotion() != "m004_use")
            {
                ItemWindow.get().clearItem(Item.SLOT_TYPE.MISC, this.slot_index);

                bool is_atari = (bool)this.item_favor.option0;

                if (is_atari)
                {
                    // 異⑸룎 ?대깽??
                    EventIceAtari event_atari = EventRoot.get().startEvent <EventIceAtari>();

                    event_atari.setItemSlotAndFavor(this.slot_index, this.item_favor);

                    this.player.step.set_next(STEP.MOVE);
                }
                else
                {
                    this.player.step.set_next(STEP.MOVE);
                }

                // ?꾩씠?쒖쓣 ??젣?쒕떎.
                if (this.slot_index >= 0)
                {
                    if (is_atari)
                    {
                        // 異⑸룎?덉쓣 ???꾩씠?쒖쓣 ??젣?섏? ?딅뒗??
                        // 異⑸룎 ????嫄몃줈 ?섎룎由곕떎.
                        this.player.item_slot.miscs[this.slot_index].favor.option0 = false;
                    }
                    else
                    {
                        this.player.item_slot.miscs[this.slot_index].initialize();

                        this.slot_index = -1;
                    }
                }

                is_transit = true;
            }

            return(is_transit);
        }
예제 #3
0
        // 종료 체크.
        public bool             transition_check()
        {
            bool is_transit = false;

            if (this.player.step.get_time() >= use_motion_delay && this.player.control.getMotion() != "m004_use")
            {
                ItemWindow.get().clearItem(Item.SLOT_TYPE.MISC, this.slot_index);

                bool is_atari = (bool)this.item_favor.option0;

                if (is_atari)
                {
                    // 충돌 이벤트.
                    EventIceAtari event_atari = EventRoot.get().startEvent <EventIceAtari>();

                    event_atari.setItemSlotAndFavor(this.slot_index, this.item_favor);

                    this.player.step.set_next(STEP.MOVE);
                }
                else
                {
                    this.player.step.set_next(STEP.MOVE);
                }

                // 아이템을 삭제한다.
                if (this.slot_index >= 0)
                {
                    if (is_atari)
                    {
                        // 충돌했을 때 아이템을 삭제하지 않는다.
                        // 충돌 안 한 걸로 되돌린다.
                        this.player.item_slot.miscs[this.slot_index].favor.option0 = false;
                    }
                    else
                    {
                        this.player.item_slot.miscs[this.slot_index].initialize();

                        this.slot_index = -1;
                    }
                }

                is_transit = true;
            }

            return(is_transit);
        }
예제 #4
0
    public override void initializeMap(GameRoot game_root)
    {
        MapCreator   map_creator   = MapCreator.get();
        PartyControl party_control = PartyControl.get();

        map_creator.setRoomNum(1, 1);

        // Floor 루트 생성.
        map_creator.floor_root_go = new GameObject("Floor");

        // 무기 선택 플로어에서는 방의 블록을 3 x 4로 변경.
        map_creator.setRoomGridNum(3, 4);

        // 방 만들기.
        RoomController room = map_creator.createRoomFloor(new Map.RoomIndex(0, 0));

        // 더미 방 만들기.
        RoomController vacancy = map_creator.createVacancy(new Map.RoomIndex(0, -1));

        // 방 구분 벽 만들기.
        map_creator.createRoomWall();

        // 외벽 만들기.
        GameObject outer_walls = map_creator.createOuterWalls();

        // 플로어 이동 도어를 하나만 만든다.
        map_creator.createFloorDoor(new Map.RoomIndex(0, 0), new Map.BlockIndex(1, 3), Map.EWSN.NORTH);

        // ---------------------------------------------------------------- //

        Renderer[] renderers = outer_walls.GetComponentsInChildren <Renderer>();

        foreach (var render in renderers)
        {
            render.material.shader = this.map_shader;
        }

        //

        renderers = vacancy.GetComponentsInChildren <Renderer>();

        foreach (var render in renderers)
        {
            render.material.shader = this.map_shader;
        }

        renderers = room.GetComponentsInChildren <Renderer>();

        foreach (var render in renderers)
        {
            render.material.shader = this.map_shader;
        }

        // ---------------------------------------------------------------- //
        // 무 아저씨.

        chrController kabusan = CharacterRoot.get().createNPC("NPC_Kabu_San");

        kabusan.cmdSetPositionAnon(chrBehaviorKabu.getStayPosition());
        kabusan.cmdSetDirectionAnon(chrBehaviorKabu.getStayDirection());

        // ---------------------------------------------------------------- //
        // 로컬 플레이어.

        party_control.createLocalPlayer(GlobalParam.getInstance().global_account_id);

        chrBehaviorLocal player = PartyControl.get().getLocalPlayer();

        player.control.cmdSetPositionAnon(new Vector3(0.0f, 0.0f, -9.0f));
        player.changeBulletShooter(SHOT_TYPE.EMPTY);

        // ---------------------------------------------------------------- //
        // 아이템 생성.

        this.generateItems(game_root);

        party_control.setCurrentRoom(room);

        ItemWindow.get().setActive(false);
    }
예제 #5
0
    // 매 프레임 호출.
    public override void            execute()
    {
        // ---------------------------------------------------------------- //
        // 다음 상태로 전환할지 체크.

        switch (this.step.do_transition())
        {
        case STEP.IN_ACTION:
        {
            var player = PartyControl.get().getLocalPlayer();

            if (player.step.get_current() == chrBehaviorLocal.STEP.WAIT_RESTART)
            {
                // 체력이 0이 되면 재시작.

                player.start();
                player.control.cmdSetPositionAnon(this.restart_point.position);
                player.control.cmdSetDirectionAnon(this.restart_point.direction);

                if (this.restart_point.door != null)
                {
                    this.restart_point.door.beginWaitLeave();
                }

                this.step.set_next(STEP.RESTART);
            }
            else
            {
                // 방 이동 이벤트 시작?.

                var ev = EventRoot.get().getCurrentEvent <TransportEvent>();

                if (ev != null)
                {
                    DoorControl door = ev.getDoor();

                    if (door.type == DoorControl.TYPE.FLOOR)
                    {
                        // 플로어 이동 도어일 때 .

                        this.is_floor_door_event = true;

                        ev.setEndAtHoleIn(true);
                    }
                    else
                    {
                        // 방 이동 도어일 때.
                        this.restart_point.door = door.connect_to;

                        this.is_floor_door_event = false;
                    }

                    this.step.set_next(STEP.TRANSPORT);
                }
            }
        }
        break;

        // 방 이동 이벤트 중.
        case STEP.TRANSPORT:
        {
            // 방 이동 이벤트가 끝나면 일반 모드로.

            var ev = EventRoot.get().getCurrentEvent <TransportEvent>();

            wait_counter += Time.deltaTime;

            if (ev == null)
            {
                if (this.is_floor_door_event)
                {
                    this.step.set_next(STEP.WAIT_FINISH);
                }
                else
                {
                    this.step.set_next(STEP.READY);

                    wait_counter = 0.0f;
                }
            }
            else
            {
                if (ev.step.get_current() == TransportEvent.STEP.READY)
                {
                    this.step.set_next(STEP.READY);

                    wait_counter = 0.0f;
                }
            }
        }
        break;

        // 'レディ!' 표시.
        // 쓰러졌을 때 재시작.
        case STEP.READY:
        case STEP.RESTART:
        {
            if (this.is_first_ready)
            {
                if (this.step.get_time() > 1.0f)
                {
                    this.step.set_next(STEP.IN_ACTION);
                    this.is_first_ready = false;
                }
            }
            else
            {
                var ev = EventRoot.get().getCurrentEvent <TransportEvent>();

                if (ev == null)
                {
                    this.step.set_next(STEP.IN_ACTION);
                }
            }
        }
        break;

        case STEP.WAIT_FINISH:
        {
            // 약긴 대기.
            wait_counter += Time.deltaTime;
            if (wait_counter > 3.0f)
            {
                this.step.set_next(STEP.FINISH);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 상태 전환 시 초기화.


        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            case STEP.IN_ACTION:
            {
                Navi.get().dispatchPlayerMarker();

                LevelControl.get().endStillEnemies(null, 0.0f);
            }
            break;

            // 방 이동 이벤트 중.
            case STEP.TRANSPORT:
            {
                var current_room = PartyControl.get().getCurrentRoom();
                var next_room    = PartyControl.get().getNextRoom();

                // 다음 방에 적을 만든다.
                // 방 이동 이벤트 조료 시에 갑자기 적이 나타나지 않게.
                // 일짜김치 만들어 둔다.
                LevelControl.get().createRoomEnemies(next_room);

                LevelControl.get().beginStillEnemies(next_room);
                LevelControl.get().beginStillEnemies(current_room);
            }
            break;

            // 'レディ!표시.
            case STEP.READY:
            {
                var current_room = PartyControl.get().getCurrentRoom();
                var next_room    = PartyControl.get().getNextRoom();

                if (this.is_first_ready)
                {
                    LevelControl.get().createRoomEnemies(current_room);
                    LevelControl.get().beginStillEnemies(current_room);
                    LevelControl.get().onEnterRoom(current_room);
                }
                else
                {
                    LevelControl.get().onLeaveRoom(current_room);
                    LevelControl.get().onEnterRoom(next_room);
                }

                // 'レディ!' 표시
                Navi.get().dispatchYell(YELL_WORD.READY);

                // 전에 있던 방의 적을 삭제..
                if (next_room != current_room)
                {
                    LevelControl.get().deleteRoomEnemies(current_room);
                }

                ItemWindow.get().onRoomChanged(next_room);

                this.restart_point.position  = PartyControl.get().getLocalPlayer().control.getPosition();
                this.restart_point.direction = PartyControl.get().getLocalPlayer().control.getDirection();
            }
            break;

            // 쓰러진 후 재시작.
            case STEP.RESTART:
            {
                // 'レディ!' 표시.
                Navi.get().dispatchYell(YELL_WORD.READY);

                this.restart_point.position  = PartyControl.get().getLocalPlayer().control.getPosition();
                this.restart_point.direction = PartyControl.get().getLocalPlayer().control.getDirection();
            }
            break;

            case STEP.FINISH:
            {
                GameRoot.get().setNextScene("BossScene");
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 각 상태에서의 실행 처리.


        switch (this.step.do_execution(Time.deltaTime))
        {
        case STEP.IN_ACTION:
        {
        }
        break;
        }

        // ---------------------------------------------------------------- //
    }
예제 #6
0
    private void    resolve_pick_item_query(QueryItemPick query)
    {
        do
        {
            if (!query.isSuccess())
            {
                break;
            }

            // ?꾩씠???⑤뒫留?蹂듭궗?섍퀬 ??젣?쒕떎.

            ItemController item = this.control.cmdItemPick(query, query.target);

            if (item == null)
            {
                break;
            }

            // ?④낵.
            EffectRoot.get().createItemGetEffect(this.control.getPosition());

            SoundManager.get().playSE(Sound.ID.DDG_SE_SYS02);

            switch (item.behavior.item_favor.category)
            {
            case Item.CATEGORY.CANDY:
            {
                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                this.item_slot.candy.favor = item.behavior.item_favor.clone();

                ItemWindow.get().setItem(Item.SLOT_TYPE.CANDY, 0, this.item_slot.candy.favor);

                // ?룹쓽 ?쇱젙?쒓컙 ?뚯썙??					this.startShotBoost();
            }
            break;

            case Item.CATEGORY.SODA_ICE:
            case Item.CATEGORY.ETC:
            {
                // 鍮??щ’???꾩씠???ㅼ젙.
                int slot_index = this.item_slot.getEmptyMiscSlot();

                if (slot_index >= 0)
                {
                    this.item_slot.miscs[slot_index].item_id = query.target;
                    this.item_slot.miscs[slot_index].favor   = item.behavior.item_favor.clone();

                    // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                    ItemWindow.get().setItem(Item.SLOT_TYPE.MISC, slot_index, this.item_slot.miscs[slot_index].favor);
                }
            }
            break;

            case Item.CATEGORY.FOOD:
            {
                // 泥대젰 ?뚮났.
                if (GameRoot.get().isNowCakeBiking())
                {
                    this.control.vital.healFullInternal();
                }
                else
                {
                    this.control.vital.healFull();

                    // ?덉씤蹂댁슦 移쇰윭 ?④낵.
                    this.skin_color_control.startHealing();
                }

                // 泥대젰 ?뚮났???뚮┝.
                CharacterRoot.get().NotifyHitPoint(this.getAcountID(), this.control.vital.getHitPoint());

                // ?꾩씠???먭린瑜??뚮┝.
                this.control.cmdItemDrop(query.target);

                // 耳€?댄겕瑜?癒뱀? ??耳€?댄겕 臾댄븳?쒓났??.
                this.cake_count++;
            }
            break;

            // 諛??댁뇿.
            case Item.CATEGORY.KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);

                Item.KEY_COLOR key_color = Item.Key.getColorFromInstanceName(item.name);

                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                if (key_color != Item.KEY_COLOR.NONE)
                {
                    ItemWindow.get().setItem(Item.SLOT_TYPE.KEY, (int)key_color, item.behavior.item_favor);
                }
            }
            break;

            // ?뚮줈???대룞 臾??댁뇿.
            case Item.CATEGORY.FLOOR_KEY:
            {
                MapCreator.getInstance().UnlockBossDoor();

                // ?꾩씠??李쎌뿉 ?꾩씠肄??쒖떆.
                ItemWindow.get().setItem(Item.SLOT_TYPE.FLOOR_KEY, 0, item.behavior.item_favor);
            }
            break;

            case Item.CATEGORY.WEAPON:
            {
                // ??蹂€寃??€??諛쒖뭏 / ?좎옄 ??깂).
                SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                if (shot_type != SHOT_TYPE.NONE)
                {
                    this.changeBulletShooter(shot_type);
                }
            }
            break;
            }

            item.vanish();
        } while(false);

        query.set_expired(true);
    }
예제 #7
0
    public override void    execute()
    {
        base.execute();

        this.resolve_collision();

        this.update_item_queries();

        // ---------------------------------------------------------------- //
        // ?ㅼ쓬 ?곹깭濡??꾪솚?좎? 泥댄겕?쒕떎.


        switch (this.step.do_transition())
        {
        // ?됱긽 ??
        case STEP.MOVE:
        {
            if (this.control.vital.getHitPoint() <= 0.0f)
            {
                this.step.set_next(STEP.BATAN_Q);
            }
        }
        break;

        // 洹쇱젒 怨듦꺽.
        case STEP.MELEE_ATTACK:
        {
            if (!this.melee_attack.isAttacking())
            {
                this.step.set_next(STEP.MOVE);
            }
        }
        break;

        // ?꾩씠???ъ슜.
        case STEP.USE_ITEM:
        {
            if (this.step_use_item.transition_check())
            {
                this.ice_timer = ICE_DIGEST_TIME;
            }
        }
        break;

        // ?€誘몄?瑜?諛쏆븘 ?좊씪媛€??以?
        case STEP.BLOW_OUT:
        {
            // ?쇱젙 嫄곕━瑜??섏븘媛€嫄곕굹 ?€?꾩븘?껋쑝濡?醫낅즺.

            float distance = MathUtility.calcDistanceXZ(this.control.getPosition(), this.step_blow_out.center);

            if (distance >= this.step_blow_out.radius || this.step.get_time() > BLOW_OUT_TIME)
            {
                this.control.cmdSetAcceptDamage(true);
                this.step.set_next(STEP.MOVE);
            }
        }
        break;

        // 泥대젰0.
        case STEP.BATAN_Q:
        {
            if (this.control.getMotion() == "")
            {
                this.control.cmdSetMotion("m007_out_lp", 1);
                this.step.set_next_delay(STEP.WAIT_RESTART, 1.0f);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // ?곹깭 ?꾪솚 ??珥덇린??

        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            // ?됱긽 ??
            case STEP.MOVE:
            {
                this.GetComponent <Rigidbody>().WakeUp();
                this.move_target    = this.transform.position;
                this.heading_target = this.transform.TransformPoint(Vector3.forward);
            }
            break;

            // 洹쇱젒 怨듦꺽.
            case STEP.MELEE_ATTACK:
            {
                this.melee_attack.setTarget(this.melee_target);
                this.melee_attack.attack(true);
                this.melee_target = null;
            }
            break;

            // ?꾩씠???ъ슜.
            case STEP.USE_ITEM:
            {
                int slot_index = this.step_use_item.slot_index;

                if (this.ice_timer > 0.0f)
                {
                    // ?꾩씠?ㅻ? 吏㏃? 媛꾧꺽?쇰줈 ?곗냽 ?ъ슜????						// 癒몃━媛€ 吏€?덉??덊빐???뚮났?섏? ?딅뒗??

                    // ?꾩씠?쒖쓣 ??젣?쒕떎.
                    ItemWindow.get().clearItem(Item.SLOT_TYPE.MISC, slot_index);
                    this.item_slot.miscs[slot_index].initialize();

                    this.startJinJin();
                    this.step.set_next(STEP.MOVE);

                    SoundManager.getInstance().playSE(Sound.ID.DDG_SE_SYS06);
                }
                else
                {
                    this.item_slot.miscs[slot_index].is_using = true;

                    this.control.cmdSetAcceptDamage(false);

                    this.step_use_item.initialize();
                }
            }
            break;

            // ?€誘몄?瑜?諛쏆븘 ?좊씪媛€??以?
            case STEP.BLOW_OUT:
            {
                this.GetComponent <Rigidbody>().Sleep();
                this.control.cmdSetAcceptDamage(false);
            }
            break;

            // 泥대젰 0
            case STEP.BATAN_Q:
            {
                this.GetComponent <Rigidbody>().Sleep();
                this.control.cmdSetAcceptDamage(false);
                this.control.cmdSetMotion("m006_out", 1);
            }
            break;

            // 由ъ뒪?€???€湲?
            case STEP.WAIT_RESTART:
            {
                this.step_batan_q.tears_effect.destroy();
            }
            break;

            // ?몃? ?쒖뼱.
            case STEP.OUTER_CONTROL:
            {
                this.GetComponent <Rigidbody>().Sleep();
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 媛??곹깭?먯꽌???ㅽ뻾 泥섎━.

        // 洹쇱젒 怨듦꺽.
        // ?쇰떒 false濡??대몢怨??대룞 ?낅젰???덉쓣 ?뚮쭔.
        // true濡??쒕떎.
        this.melee_attack.setHasInput(false);

        GameInput gi = GameInput.getInstance();

        switch (this.step.do_execution(Time.deltaTime))
        {
        // ?됱긽 ??
        case STEP.MOVE:
        {
            this.exec_step_move();

            // ?룔깾?껁깉.
            if (this.is_shot_enable)
            {
                this.bullet_shooter.execute(gi.shot.current);

                if (gi.shot.current)
                {
                    CharacterRoot.get().SendAttackData(PartyControl.get().getLocalPlayer().getAcountID(), 0);
                }
            }

            // 泥대젰 ?뚮났 吏곹썑(?덉씤蹂댁슦而щ윭 以???臾댁쟻.
            if (this.skin_color_control.isNowHealing())
            {
                this.control.cmdSetAcceptDamage(false);
            }
            else
            {
                this.control.cmdSetAcceptDamage(true);
            }
        }
        break;

        // ?꾩씠???ъ슜.
        case STEP.USE_ITEM:
        {
            this.step_use_item.execute();
        }
        break;

        // ?€誘몄?瑜?諛쏆븘 ?좊씪媛€??以?
        case STEP.BLOW_OUT:
        {
            this.exec_step_blow_out();
        }
        break;

        // 泥대젰0.
        case STEP.BATAN_Q:
        {
            if (this.step.is_acrossing_time(4.0f))
            {
                this.step_batan_q.tears_effect = EffectRoot.get().createTearsEffect(this.control.getPosition());

                this.step_batan_q.tears_effect.setParent(this.gameObject);
                this.step_batan_q.tears_effect.setLocalPosition(Vector3.up);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //

        if (gi.serif_text.trigger_on)
        {
            this.control.cmdQueryTalk(gi.serif_text.text, true);
        }

        // ---------------------------------------------------------------- //
        // 10 ?꾨젅?꾩뿉 ??踰?醫뚰몴瑜??ㅽ듃?뚰겕??蹂대궦??

        {
            do
            {
                if (this.step.get_current() == STEP.OUTER_CONTROL)
                {
                    break;
                }

                m_send_count = (m_send_count + 1) % SplineData.SEND_INTERVAL;

                if (m_send_count != 0 && m_culling.Count < PLOT_NUM)
                {
                    break;
                }

                // ?듭떊??醫뚰몴 ?≪떊.
                Vector3        target = this.control.getPosition();
                CharacterCoord coord  = new CharacterCoord(target.x, target.z);

                Vector3 diff = m_prev - target;
                if (diff.sqrMagnitude > 0.0001f)
                {
                    m_culling.Add(coord);

                    AccountData account_data = AccountManager.get().getAccountData(GlobalParam.getInstance().global_account_id);

                    CharacterRoot.get().SendCharacterCoord(account_data.avator_id, m_plotIndex, m_culling);
                    ++m_plotIndex;

                    if (m_culling.Count >= PLOT_NUM)
                    {
                        m_culling.RemoveAt(0);
                    }

                    m_prev = target;
                }
            } while(false);
        }
    }
예제 #8
0
    void    Update()
    {
        bool is_on_invalid_area = false;

        // ---------------------------------------------------------------- //

        // 마우스 좌표(GUI와의 판정용).
        //
        Vector2 mouse_position_gui = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);

        // 디버그 창이 클릭됐을 때.
        // (이동하지 않게).
        //
        if (dbwin.root().isOcuppyRect(mouse_position_gui))
        {
            is_on_invalid_area = true;
        }

        Vector3 mouse_position = Input.mousePosition;

        // 화면의 좌우와 아래로 삐져나왔을 때의 대책.
        mouse_position.x = Mathf.Clamp(mouse_position.x, 0.0f, Screen.width);
        mouse_position.y = Mathf.Clamp(mouse_position.y, 0.0f, Screen.height);

        Ray ray = Camera.main.ScreenPointToRay(mouse_position);

        // ---------------------------------------------------------------- //

        this.pointing.trigger_on  = Input.GetMouseButtonDown(0);
        this.pointing.current     = Input.GetMouseButton(0);
        this.pointing.trigger_off = Input.GetMouseButtonUp(0);

        this.shot.trigger_on = Input.GetMouseButtonDown(1);
        this.shot.current    = Input.GetMouseButton(1);

        // ---------------------------------------------------------------- //

        do
        {
            if (!this.pointing.current)
            {
                break;
            }

            if (this.pointing.trigger_on)
            {
                // 텍스트 입력 영역이 클릭됐을 때.
                // (이동하지 않게).
                if (this.text_field_pos.Contains(mouse_position_gui))
                {
                    this.pointing.pointee = POINTEE.NONE;
                    break;
                }

                if (ItemWindow.get().isPositionInWindow(mouse_position_gui))
                {
                    ItemWindow.get().clickWindow(mouse_position_gui);
                    this.pointing.pointee = POINTEE.NONE;
                    break;
                }

                // 디버그 창이 클릭됐을 때.
                // (이동하지 않게).
                if (is_on_invalid_area)
                {
                    this.pointing.pointee = POINTEE.NONE;
                    break;
                }
            }


            // 마우스 커서 위치에 있는 Terrain 좌표를 구한다.
            // 레이어 마스크.

            int layer_mask = 0;

            layer_mask += 1 << LayerMask.NameToLayer("Terrain");
            layer_mask += 1 << LayerMask.NameToLayer("Default");
            layer_mask += 1 << LayerMask.NameToLayer("Player");

            RaycastHit hit;

            if (!Physics.Raycast(ray, out hit, float.PositiveInfinity, layer_mask))
            {
                break;
            }

            this.pointing.position_3d = hit.point;

            string layer_name = LayerMask.LayerToName(hit.transform.gameObject.layer).ToString();

            // 포인팅 된 것은 클릭한 순간만 갱신.
            // 드래그로 아이템을 주울 수 없게.
            if (this.pointing.trigger_on)
            {
                switch (layer_name)
                {
                case "Terrain":
                {
                    this.pointing.pointee = POINTEE.TERRAIN;
                }
                break;

                case "Default":
                case "Player":
                {
                    switch (hit.transform.gameObject.tag)
                    {
                    case "Item":
                    {
                        this.pointing.pointee      = POINTEE.ITEM;
                        this.pointing.pointee_name = hit.transform.gameObject.name;
                    }
                    break;

                    case "Player":
                    case "Chatactor":
                    {
                        this.pointing.pointee      = POINTEE.CHARACTOR;
                        this.pointing.pointee_name = hit.transform.gameObject.name;
                    }
                    break;
                    }
                }
                break;


                default:
                {
                    this.pointing.pointee = POINTEE.NONE;
                }
                break;
                }
            }
        } while(false);

        // ---------------------------------------------------------------- //
        // 쏘기 - 우클릭 .

        do
        {
            if (!this.shot.current)
            {
                break;
            }

            if (this.shot.trigger_on)
            {
                // 디버그 창이 클릭됐을 때.
                // (이동하지 않게).
                if (is_on_invalid_area)
                {
                    this.shot.pointee = POINTEE.NONE;
                    break;
                }
            }

            //

            chrController player = CharacterRoot.getInstance().getPlayer();

            Plane plane = new Plane(Vector3.up, player.transform.position);

            float depth;

            if (plane.Raycast(ray, out depth))
            {
                Vector3 xp = ray.origin + ray.direction * depth;

                if (this.shot.trigger_on)
                {
                    this.shot.pointee = POINTEE.TERRAIN;
                }

                this.shot.position_3d = xp;
            }
        } while(false);
    }
예제 #9
0
    public override void    execute()
    {
        CameraModule camera_module = CameraControl.get().getModule();

        float ougi_pos_y0 = -3.2f;
        float ougi_pos_y1 = 0.0f;

        // ---------------------------------------------------------------- //
        // 다음 상태로 이동할지 체크.

        switch (this.step.do_transition())
        {
        case STEP.START:
        {
        }
        break;

        // "!" 말풍선.
        case STEP.BIKKURI:
        {
            if (this.step.get_time() > 1.0f)
            {
                this.sprite_bikkuri.setVisible(false);
                this.step.set_next(STEP.TURN_AND_RISE);
            }
        }
        break;

        // 빙글 돌아 모션 재생.
        case STEP.TURN_AND_RISE:
        {
            if (this.step.get_time() > 2.0f)
            {
                this.step.set_next(STEP.STICK_THROW);
            }
        }
        break;

        // 아이스 스틱을 던진다.
        case STEP.STICK_THROW:
        {
            if (this.player.control.getMotionCurrentTime() > 0.3f)
            {
                this.step.set_next(STEP.STICK_FLYING);
            }
        }
        break;

        // 아이스 스틱이 날라온다.
        case STEP.STICK_FLYING:
        {
            if (!this.ice_fcurve.isMoving())
            {
                ItemWindow.get().setItem(Item.SLOT_TYPE.MISC, this.slot_index, this.item_favor);

                this.player.item_slot.miscs[this.slot_index].is_using = false;

                this.step.set_next(STEP.END);
            }
        }
        break;

        case STEP.END:
        {
            this.step.set_next(STEP.IDLE);
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 상태 전환 시 초기화.

        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            case STEP.START:
            {
                Vector3 player_position = this.player.control.getPosition();

                // -------------------------------------------------------- //
                // 카메라.

                CameraControl.get().beginOuterControll();
                camera_module.pushPosture();

                this.cam_posture0           = camera_module.getPosture();
                this.cam_posture1.position  = player_position + new Vector3(0.0f, 5.3f, -3.5f);
                this.cam_posture1.intererst = player_position + Vector3.forward * 2.0f;
                this.cam_posture1.up        = Vector3.up;

                this.camera_fcurve.setSlopeAngle(70.0f, 5.0f);
                this.camera_fcurve.setDuration(0.5f);
                this.camera_fcurve.start();

                // 플레이어.
                this.player.beginOuterControll();
                this.player.GetComponent <Rigidbody>().Sleep();

                // 피라미 적 캐릭터의 움직임을  멈춘다.
                LevelControl.get().beginStillEnemies();

                //
                this.step.set_next_delay(STEP.BIKKURI, 1.0f);
            }
            break;

            // "!" 말풍선.
            case STEP.BIKKURI:
            {
                this.bikkuri_spring.k      = 750.0f;
                this.bikkuri_spring.reduce = 0.77f;
                this.bikkuri_spring.start(-2.75f);

                this.sprite_bikkuri.setVisible(true);
            }
            break;

            // 빙글 돌아 모션 재생.
            case STEP.TURN_AND_RISE:
            {
                // 뒤의 부채.

                this.ougi_position   = this.player.control.getPosition() + Vector3.forward * 1.0f;
                this.ougi_position.y = ougi_pos_y0;

                this.ougi = EffectRoot.get().createAtariOugi(this.ougi_position);

                this.ougi_fcurve.setSlopeAngle(70.0f, 5.0f);
                this.ougi_fcurve.setDuration(0.5f);
                this.ougi_fcurve.start();

                // 플레이어.
                if (this.player_weapon != null)
                {
                    this.player_weapon.SetActive(false);
                }
                this.player.control.cmdSetMotion("m004_use", 1);

                // 아이스바 모델.
                this.ice_bar.SetActive(true);

                // 종을 울림.
                SoundManager.getInstance().playSE(Sound.ID.DDG_JINGLE04);

                // 플레이어 가까이 있는 적을 지운다.
                this.hide_enemies = LevelControl.get().getRoomEnemiesInRange(null, this.player.getPosition(), 2.0f);

                foreach (var enemy in this.hide_enemies)
                {
                    enemy.damage_effect.startFadeOut(0.1f);
                }
            }
            break;

            // 아이스 스틱을 던진다.
            case STEP.STICK_THROW:
            {
                // 플레이어.
                this.player.control.cmdSetMotion("m003_attack", 1);
            }
            break;

            // 아이스 스틱이 날라온다.
            case STEP.STICK_FLYING:
            {
                this.cam_posture1 = camera_module.getPosture();

                this.camera_fcurve.setSlopeAngle(10.0f, 5.0f);
                this.camera_fcurve.setDuration(1.0f);
                this.camera_fcurve.start();

                // 당첨 말풍선.
                this.atari_fcurve.setSlopeAngle(50.0f, 30.0f);
                this.atari_fcurve.setDuration(0.5f);
                this.atari_fcurve.start();

                // 뒤 부채.
                this.ougi_fcurve.setSlopeAngle(70.0f, 5.0f);
                this.ougi_fcurve.setDuration(1.0f);
                this.ougi_fcurve.start();

                // 아이스.
                this.ice_fcurve.setSlopeAngle(60.0f, 20.0f);
                this.ice_fcurve.setDuration(1.0f);
                this.ice_fcurve.start();

                this.sprite_ice_bar.setVisible(true);

                // 플레이어가 가진 아이스바(당첨).
                this.ice_bar.gameObject.destroy();
            }
            break;

            case STEP.END:
            {
                GameObject.Destroy(this.ice_bar);

                if (this.player_weapon != null)
                {
                    this.player_weapon.SetActive(true);
                }
                this.player.GetComponent <Rigidbody>().WakeUp();
                this.player.endOuterControll();

                this.sprite_bikkuri.destroy();
                this.sprite_atari.destroy();
                this.sprite_ice_bar.destroy();

                this.ougi.destroy();

                camera_module.popPosture();
                CameraControl.get().endOuterControll();

                // 피래미 적 캐릭터의 움직임을 재개한다.
                LevelControl.get().endStillEnemies(null, 2.0f);

                foreach (var enemy in this.hide_enemies)
                {
                    enemy.damage_effect.startFadeIn(0.5f);
                }
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 각 상태에서의 실행 처리.

        switch (this.step.do_execution(Time.deltaTime))
        {
        // "!" 말풍선.
        case STEP.BIKKURI:
        {
            this.bikkuri_spring.execute(Time.deltaTime);

            Vector2 position = new Vector2(0.0f, 80.0f);

            position += Vector2.up * 8.0f * this.bikkuri_spring.position;

            this.sprite_bikkuri.setPosition(position);
        }
        break;

        // 빙글 돌아 모션 재생.
        case STEP.TURN_AND_RISE:
        {
            // -------------------------------------------------------- //
            // 카메라.

            this.camera_fcurve.execute(Time.deltaTime);

            if (this.camera_fcurve.isMoving())
            {
                CameraModule.Posture posture = CameraModule.lerp(this.cam_posture0, this.cam_posture1, this.camera_fcurve.getValue());

                camera_module.setPosture(posture);
            }
            else
            {
                float dolly = camera_module.getDistance();

                camera_module.dolly(dolly * (1.0f - 0.05f * Time.deltaTime));
            }

            // -------------------------------------------------------- //
            // 플레이어.

            this.player.control.cmdSmoothHeadingTo(CameraControl.get().transform.position);

            if (this.player.control.getMotionCurrentTime() > 0.5f)
            {
                this.player.control.getAnimationPlayer().Stop();
            }

            // -------------------------------------------------------- //
            // 뒤의 부채.

            this.ougi_fcurve.execute(Time.deltaTime);
            this.ougi_position.y = Mathf.Lerp(ougi_pos_y0, ougi_pos_y1, this.ougi_fcurve.getValue());

            this.ougi.transform.position = this.ougi_position;

            // -------------------------------------------------------- //
            // 플레이어가 가지고 있는 아이스바(당첨).

            // 카메라 방향으로 향한다.

            Vector3 dir = CameraControl.get().gameObject.getPosition() - this.ice_bar.getPosition();

            this.ice_bar.setRotation(Quaternion.LookRotation(-dir.Y(0.0f), Quaternion.AngleAxis(20.0f, Vector3.forward) * Vector3.up));

            // 줌

            if (this.step.is_acrossing_time(0.3f))
            {
                this.ice_zoom_fcurve.setSlopeAngle(70.0f, 5.0f);
                this.ice_zoom_fcurve.setDuration(0.3f);
                this.ice_zoom_fcurve.start();
            }

            this.ice_zoom_fcurve.execute(Time.deltaTime);

            this.ice_bar.setLocalScale(Vector3.one * Mathf.Lerp(0.2f, 0.8f, this.ice_zoom_fcurve.getValue()));

            // -------------------------------------------------------- //
            // 당첨 말풍선.

            if (this.step.is_acrossing_time(0.3f))
            {
                this.spring.k      = 750.0f;
                this.spring.reduce = 0.87f;
                this.spring.start(-0.75f);
                this.sprite_atari.setVisible(true);
            }

            this.spring.execute(Time.deltaTime);

            float scale = this.spring.position + 1.0f;

            this.sprite_atari.setScale(new Vector2(scale, scale));
        }
        break;

        // 아이스 스틱을 던진다.
        case STEP.STICK_THROW:
        {
            // -------------------------------------------------------- //
            // カメラ.

            float dolly = camera_module.getDistance();

            camera_module.dolly(dolly * (1.0f - 0.05f * Time.deltaTime));

            // -------------------------------------------------------- //
            //

            Vector3 dir = CameraControl.get().gameObject.getPosition() - this.player.gameObject.getPosition();

            dir = Quaternion.AngleAxis(-90.0f, Vector3.up) * dir.Y(0.0f);

            this.player.control.cmdSmoothHeadingTo(this.player.gameObject.getPosition() + dir);
        }
        break;

        // 아이스 스틱이 날아온다.
        case STEP.STICK_FLYING:
        {
            // -------------------------------------------------------- //
            // 카메라.

            this.camera_fcurve.execute(Time.deltaTime);

            CameraModule.Posture posture = CameraModule.lerp(this.cam_posture1, this.cam_posture0, this.camera_fcurve.getValue());

            camera_module.setPosture(posture);

            // -------------------------------------------------------- //
            // 당첨 말풍선.

            this.atari_fcurve.execute(Time.deltaTime);
            this.sprite_atari.setScale(Vector2.one * Mathf.Lerp(1.0f, 0.0f, this.atari_fcurve.getValue()));

            // -------------------------------------------------------- //
            //  뒤 풍선.

            this.ougi_fcurve.execute(Time.deltaTime);
            this.ougi_position.y = Mathf.Lerp(ougi_pos_y1, ougi_pos_y0, this.ougi_fcurve.getValue());

            this.ougi.transform.position = this.ougi_position;

            // -------------------------------------------------------- //
            // 이쪽으로 날아오는 아이스 스틱.

            this.ice_fcurve.execute(Time.deltaTime);
            this.tracer.proceedToDistance(this.ice_fcurve.getValue() * this.tracer.curve.calcTotalDistance());

            Vector2 on_curve_position = this.tracer.cv.position.xz() * 480.0f / 2.0f;

            // 커브의 종단점이 아이템 윈도의 아이콘 위치가 되도록 보정한다.
            do
            {
                if (this.slot_index < 0)
                {
                    break;
                }
                if (this.ice_fcurve.getValue() <= 0.5f)
                {
                    break;
                }

                float blend_rate = Mathf.InverseLerp(0.5f, 1.0f, this.ice_fcurve.getValue());

                Vector2 icon_position = ItemWindow.get().getIconPosition(Item.SLOT_TYPE.MISC, this.slot_index);

                Vector2 curve_end = this.tracer.curve.cvs.back().position.xz() * 480.0f / 2.0f;

                on_curve_position += (icon_position - curve_end) * blend_rate;
            } while(false);

            this.sprite_ice_bar.setPosition(on_curve_position);
            this.sprite_ice_bar.setAngle(this.step.get_time() * 360.0f * 5.0f);
            this.sprite_ice_bar.getMaterial().SetFloat("_BlendRate", this.ice_fcurve.getValue());
        }
        break;
        }
    }
예제 #10
0
    private void    resolve_pick_item_query(QueryItemPick query)
    {
        do
        {
            if (!query.isSuccess())
            {
                break;
            }

            // 아이템 효능만 복사하고 삭제한다.

            ItemController item = this.control.cmdItemPick(query, query.target);

            if (item == null)
            {
                break;
            }

            // 효과.
            EffectRoot.get().createItemGetEffect(this.control.getPosition());

            SoundManager.get().playSE(Sound.ID.DDG_SE_SYS02);

            switch (item.behavior.item_favor.category)
            {
            case Item.CATEGORY.CANDY:
            {
                // 아이템 창에 아이콘 표시.
                this.item_slot.candy.favor = item.behavior.item_favor.clone();

                ItemWindow.get().setItem(Item.SLOT_TYPE.CANDY, 0, this.item_slot.candy.favor);

                // 샷의 일정시간 파워업
                this.startShotBoost();
            }
            break;

            case Item.CATEGORY.SODA_ICE:
            case Item.CATEGORY.ETC:
            {
                // 빈 슬롯에 아이템 설정.
                int slot_index = this.item_slot.getEmptyMiscSlot();

                if (slot_index >= 0)
                {
                    this.item_slot.miscs[slot_index].item_id = query.target;
                    this.item_slot.miscs[slot_index].favor   = item.behavior.item_favor.clone();

                    // 아이템 창에 아이콘 표시.
                    ItemWindow.get().setItem(Item.SLOT_TYPE.MISC, slot_index, this.item_slot.miscs[slot_index].favor);
                }
            }
            break;

            case Item.CATEGORY.FOOD:
            {
                // 체력 회복.
                if (GameRoot.get().isNowCakeBiking())
                {
                    this.control.vital.healFullInternal();
                }
                else
                {
                    this.control.vital.healFull();

                    // 레인보우 칼러 효과.
                    this.skin_color_control.startHealing();
                }

                // 체력 회복을 알림.
                CharacterRoot.get().NotifyHitPoint(this.getAcountID(), this.control.vital.getHitPoint());

                // 아이템 폐기를 알림.
                this.control.cmdItemDrop(query.target);

                // 케이크를 먹은 수(케이크 무한제공용).
                this.cake_count++;
            }
            break;

            // 방 열쇠.
            case Item.CATEGORY.KEY:
            {
                PartyControl.get().getLocalPlayer().control.consumeKey(item);

                Item.KEY_COLOR key_color = Item.Key.getColorFromInstanceName(item.name);

                // 아이템 창에 아이콘 표시.
                if (key_color != Item.KEY_COLOR.NONE)
                {
                    ItemWindow.get().setItem(Item.SLOT_TYPE.KEY, (int)key_color, item.behavior.item_favor);
                }
            }
            break;

            // 플로어 이동 문 열쇠.
            case Item.CATEGORY.FLOOR_KEY:
            {
                MapCreator.getInstance().UnlockBossDoor();

                // 아이템 창에 아이콘 표시.
                ItemWindow.get().setItem(Item.SLOT_TYPE.FLOOR_KEY, 0, item.behavior.item_favor);
            }
            break;

            case Item.CATEGORY.WEAPON:
            {
                // 샷 변경(대파 발칸 / 유자 폭탄).
                SHOT_TYPE shot_type = Item.Weapon.getShotType(item.name);

                if (shot_type != SHOT_TYPE.NONE)
                {
                    this.changeBulletShooter(shot_type);
                }
            }
            break;
            }

            item.vanish();
        } while(false);

        query.set_expired(true);
    }
예제 #11
0
    public override void    execute()
    {
        base.execute();

        this.resolve_collision();

        this.update_item_queries();

        // ---------------------------------------------------------------- //
        // 다음 상태로 전환할지 체크한다.


        switch (this.step.do_transition())
        {
        // 평상 시.
        case STEP.MOVE:
        {
            if (this.control.vital.getHitPoint() <= 0.0f)
            {
                this.step.set_next(STEP.BATAN_Q);
            }
        }
        break;

        // 근접 공격.
        case STEP.MELEE_ATTACK:
        {
            if (!this.melee_attack.isAttacking())
            {
                this.step.set_next(STEP.MOVE);
            }
        }
        break;

        // 아이템 사용.
        case STEP.USE_ITEM:
        {
            if (this.step_use_item.transition_check())
            {
                this.ice_timer = ICE_DIGEST_TIME;
            }
        }
        break;

        // 대미지를 받아 날라가는 중.
        case STEP.BLOW_OUT:
        {
            // 일정 거리를 나아가거나 타임아웃으로 종료.

            float distance = MathUtility.calcDistanceXZ(this.control.getPosition(), this.step_blow_out.center);

            if (distance >= this.step_blow_out.radius || this.step.get_time() > BLOW_OUT_TIME)
            {
                this.control.cmdSetAcceptDamage(true);
                this.step.set_next(STEP.MOVE);
            }
        }
        break;

        // 체력0.
        case STEP.BATAN_Q:
        {
            if (this.control.getMotion() == "")
            {
                this.control.cmdSetMotion("m007_out_lp", 1);
                this.step.set_next_delay(STEP.WAIT_RESTART, 1.0f);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //
        // 상태 전환 시 초기화.

        while (this.step.get_next() != STEP.NONE)
        {
            switch (this.step.do_initialize())
            {
            // 평상 시.
            case STEP.MOVE:
            {
                this.rigidbody.WakeUp();
                this.move_target    = this.transform.position;
                this.heading_target = this.transform.TransformPoint(Vector3.forward);
            }
            break;

            // 근접 공격.
            case STEP.MELEE_ATTACK:
            {
                this.melee_attack.setTarget(this.melee_target);
                this.melee_attack.attack(true);
                this.melee_target = null;
            }
            break;

            // 아이템 사용.
            case STEP.USE_ITEM:
            {
                int slot_index = this.step_use_item.slot_index;

                if (this.ice_timer > 0.0f)
                {
                    // 아이스를 짧은 간격으로 연속 사용할 때
                    // 머리가 지끈지끈해서 회복되지 않는다.

                    // 아이템을 삭제한다.
                    ItemWindow.get().clearItem(Item.SLOT_TYPE.MISC, slot_index);
                    this.item_slot.miscs[slot_index].initialize();

                    this.startJinJin();
                    this.step.set_next(STEP.MOVE);

                    SoundManager.getInstance().playSE(Sound.ID.DDG_SE_SYS06);
                }
                else
                {
                    this.item_slot.miscs[slot_index].is_using = true;

                    this.control.cmdSetAcceptDamage(false);

                    this.step_use_item.initialize();
                }
            }
            break;

            // 대미지를 받아 날라가는 중.
            case STEP.BLOW_OUT:
            {
                this.rigidbody.Sleep();
                this.control.cmdSetAcceptDamage(false);
            }
            break;

            // 체력 0
            case STEP.BATAN_Q:
            {
                this.rigidbody.Sleep();
                this.control.cmdSetAcceptDamage(false);
                this.control.cmdSetMotion("m006_out", 1);
            }
            break;

            // 리스타트 대기.
            case STEP.WAIT_RESTART:
            {
                this.step_batan_q.tears_effect.destroy();
            }
            break;

            // 외부 제어.
            case STEP.OUTER_CONTROL:
            {
                this.rigidbody.Sleep();
            }
            break;
            }
        }

        // ---------------------------------------------------------------- //
        // 각 상태에서의 실행 처리.

        // 근접 공격.
        // 일단 false로 해두고 이동 입력이 있을 때만.
        // true로 한다.
        this.melee_attack.setHasInput(false);

        GameInput gi = GameInput.getInstance();

        switch (this.step.do_execution(Time.deltaTime))
        {
        // 평상 시.
        case STEP.MOVE:
        {
            this.exec_step_move();

            // ショット.
            if (this.is_shot_enable)
            {
                this.bullet_shooter.execute(gi.shot.current);

                if (gi.shot.current)
                {
                    CharacterRoot.get().SendAttackData(PartyControl.get().getLocalPlayer().getAcountID(), 0);
                }
            }

            // 체력 회복 직후(레인보우컬러 중)는 무적.
            if (this.skin_color_control.isNowHealing())
            {
                this.control.cmdSetAcceptDamage(false);
            }
            else
            {
                this.control.cmdSetAcceptDamage(true);
            }
        }
        break;

        // 아이템 사용.
        case STEP.USE_ITEM:
        {
            this.step_use_item.execute();
        }
        break;

        // 대미지를 받아 날라가는 중.
        case STEP.BLOW_OUT:
        {
            this.exec_step_blow_out();
        }
        break;

        // 체력0.
        case STEP.BATAN_Q:
        {
            if (this.step.is_acrossing_time(4.0f))
            {
                this.step_batan_q.tears_effect = EffectRoot.get().createTearsEffect(this.control.getPosition());

                this.step_batan_q.tears_effect.setParent(this.gameObject);
                this.step_batan_q.tears_effect.setLocalPosition(Vector3.up);
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //

        if (gi.serif_text.trigger_on)
        {
            this.control.cmdQueryTalk(gi.serif_text.text, true);
        }

        // ---------------------------------------------------------------- //
        // 10 프레임에 한 번 좌표를 네트워크에 보낸다.

        {
            do
            {
                if (this.step.get_current() == STEP.OUTER_CONTROL)
                {
                    break;
                }

                m_send_count = (m_send_count + 1) % SplineData.SEND_INTERVAL;

                if (m_send_count != 0 && m_culling.Count < PLOT_NUM)
                {
                    break;
                }

                // 통신용 좌표 송신.
                Vector3        target = this.control.getPosition();
                CharacterCoord coord  = new CharacterCoord(target.x, target.z);

                Vector3 diff = m_prev - target;
                if (diff.sqrMagnitude > 0.0001f)
                {
                    m_culling.Add(coord);

                    AccountData account_data = AccountManager.get().getAccountData(GlobalParam.getInstance().global_account_id);

                    CharacterRoot.get().SendCharacterCoord(account_data.avator_id, m_plotIndex, m_culling);
                    ++m_plotIndex;

                    if (m_culling.Count >= PLOT_NUM)
                    {
                        m_culling.RemoveAt(0);
                    }

                    m_prev = target;
                }
            } while(false);
        }
    }