public void OnEntityChanged(NEntity nEntity) { //Debug.LogFormat("Postion{0}", GameObjectTool.LogicToWorld(nEntity.Position)); this.transform.position = GameObjectTool.LogicToWorld(nEntity.Position); this.transform.rotation = Quaternion.Euler((GameObjectTool.LogicToWorld(nEntity.Direction))); }
public Entity(Vector3Int pos, Vector3Int dir) { this.entityData = new NEntity(); this.entityData.Position = pos; this.entityData.Direction = dir; this.SetEntityData(this.entityData); }
public Entity(Vector3Int pos, Vector3Int dir) { Console.WriteLine("=================pos = {0} dir = {1}", pos.ToString(), dir.ToString()); this.entityData = new NEntity(); this.entityData.Position = pos; this.entityData.Direction = dir; this.SetEntityData(this.entityData); }
public void RemoveEntiy(NEntity nentity) { this.entities.Remove(nentity.Id); if (notifies.ContainsKey(nentity.Id)) { notifies[nentity.Id].OnEntityRemoved(); notifies.Remove(nentity.Id); } }
public void RemoveEntity(NEntity entity) { entities.Remove(entity.Id); if (notifiers.ContainsKey(entity.Id)) { notifiers[entity.Id].OnEntityRemoved(); notifiers.Remove(entity.Id); } }
public void MapEntitySyncRequst(EntityEvent entityEvent, NEntity nEntity) { NetMessage message = new NetMessage(); message.Request = new NetMessageRequest(); message.Request.mapEntitySync = new MapEntitySyncRequest(); message.Request.mapEntitySync.entitySync = new NEntitySync(); message.Request.mapEntitySync.entitySync.Id = nEntity.Id; message.Request.mapEntitySync.entitySync.Event = entityEvent; message.Request.mapEntitySync.entitySync.Entity = nEntity; NetClient.Instance.SendMessage(message); }
public void SendEntitySync(NEntity entity, EntityEvent ev) { NetMessage message = new NetMessage(); message.Request = new NetMessageRequest(); message.Request.mapEntitySync = new MapEntitySyncRequest(); message.Request.mapEntitySync.entitySync = new NEntitySync() { Id = entity.Id, Entity = entity, Event = ev }; NetClient.Instance.SendMessage(message); }
public void SendEntitySync(EntityEvent entityEvent, NEntity entity) { //Debug.LogFormat("SendEntitySync:{0},{1}", entityEvent, entity.String()); NetMessage message = new NetMessage(); message.Request = new NetMessageRequest(); message.Request.mapEntitySync = new MapEntitySyncRequest(); message.Request.mapEntitySync.entitySync = new NEntitySync { Event = entityEvent, Id = entity.Id, Entity = entity }; NetClient.Instance.SendMessage(message); }
public void SendMapEntitySync(EntityEvent entityEvent, NEntity entity) { //Debug.LogFormat("MapEntitySyncRequest:ID :{0} POS:{1} DIR:{2} SPD:{3}",entity.Id,entity.Position,entity.Direction,entity.Speed); NetMessage message = new NetMessage(); message.Request = new NetMessageRequest(); message.Request.mapEntitySync = new MapEntitySyncRequest(); message.Request.mapEntitySync.entitySync = new NEntitySync() { Id = entity.Id, Event = entityEvent, Entity = entity }; NetClient.Instance.SendMessage(message); }
public void SendMapSync(EntityEvent entityEvent, NEntity nEntity, int param) { Debug.LogFormat("MapEntityUpdataResqust:Id:{0}Pos:{1}Dir:{2}Spd:{3}", nEntity.Id, nEntity.Position, nEntity.Direction, nEntity.Speed); NetMessage message = new NetMessage(); message.Request = new NetMessageRequest(); message.Request.mapEntitySync = new MapEntitySyncRequest(); message.Request.mapEntitySync.entitySync = new NEntitySync() { Id = nEntity.Id, Event = entityEvent, Entity = nEntity, Param = param }; NetClient.Instance.SendMessage(message); }
public static bool EntityUpdate(NEntity entity, UnityEngine.Vector3 position, Quaternion rotation, float speed) { NVector3 pos = WorldToLogicN(position); NVector3 dir = WorldToLogicN(rotation.eulerAngles); int spd = WorldToLogic(speed); bool updated = false; if (!entity.Position.Equal(pos)) { entity.Position = pos; updated = true; } if (!entity.Direction.Equal(dir)) { entity.Direction = dir; updated = true; } if (entity.Speed != spd) { entity.Speed = spd; updated = true; } return(updated); }
public static bool EntityUpdata(NEntity entity, Vector3 position, Quaternion rotation, float speed) { NVector3 pos = WorldToLogicN(position); NVector3 dir = WorldToLogicN(rotation.eulerAngles); int sped = Mathf.RoundToInt(speed); bool updata = false; if (!entity.Position.Equal(pos))//是否一样 { entity.Position = pos; updata = true; } if (!entity.Direction.Equal(dir)) { entity.Direction = dir; updata = true; } if (entity.Speed != sped) { entity.Speed = sped; updata = true; } return(updata); }
public static bool EntityUpdate(NEntity nEntity, Vector3 position, Quaternion rotation, float speed) { NVector3 nPossition = WorldToLogicN(position); NVector3 nDirection = WorldToLogicN(rotation.eulerAngles); int _speed = WorldToLogic(speed); bool updated = false; if (!nEntity.Position.Equal(nPossition)) { nEntity.Position = nPossition; updated = true; } if (!nEntity.Direction.Equal(nDirection)) { nEntity.Direction = nDirection; updated = true; } if (nEntity.Speed != _speed) { nEntity.Speed = _speed; updated = true; } return(updated); }
/// <summary> /// this method set up the entity info /// </summary> /// <param name="entity"></param> private void SetUpEntity(NEntity entity) { this.position = this.position.FromNVector3(entity.Position); this.direction = this.direction.FromNVector3(entity.Direction); this.speed = entity.Speed; }
public Entity(NEntity nEntity) { this.entityID = nEntity.Id; //id does not change this.mEntityData = nEntity; this.SetUpEntity(nEntity); }
public void SetEntityData(NEntity entity) { this.Position = entity.Position; this.Direction = entity.Direction; this.speed = entity.Speed; }
public Entity(NEntity entity) { this.entityData = entity; }
/// <summary> /// 给字段赋值 Nvector3转vector3Int /// </summary> /// <param name="nEntity"></param> public void SetEntityData(NEntity nEntity) { this.position = this.position.FromNVector3(nEntity.Position);//将Nvector3的position转化为vector3Int类型的并赋值 this.direction = this.direction.FromNVector3(nEntity.Direction); this.speed = nEntity.Speed; }
public Entity(NEntity entity) { this.entityId = entity.Id; this.entityData = entity; this.SetEntityData(entity); }
public World AddEntity(NEntity.Entity entity) { entities.Add (entity); this.E_EntityAdded (this, entity); return this; }
public void SetEntityData(NEntity entity) { this.position = this.position.FromNVector3(entity.Position); this.direction = this.direction.FromNVector3(entity.Direction); this.speed = entity.Speed; }
/// <summary> /// 构造函数 /// </summary> /// <param name="nEntity"></param> public Entity(NEntity nEntity) { entityId = nEntity.Id; this.EntityData = nEntity; }