public override void ClientDo(ServerConnectionWorker connectionWork) { GameObject player = HasActionObjectManager.Instance.playerManager.getObjById(aoId); //做动作的时候,可能还没有真正实例化出来 if (player == null) { return; } GameObjectController controller = player.GetComponent <GameObjectController>(); // if(!controller.IsRead)return; player.transform.localRotation = Quaternion.AngleAxis(yRotate, Vector3.up); controller.Move(direction); if (isJump) { controller.Jump(); } else { controller.StopJump(); } controller.DoAction(actionId); }
public override void ClientDo(ServerConnectionWorker connectionWork) { if (needRefresh) { if (info.type == EntityType.MONSTER) { MonsterInfo monsterInfo = new MonsterInfo(); monsterInfo.aoId = info.aoId; monsterInfo.monsterId = info.entityId; monsterInfo.position = info.position; monsterInfo.isNetObj = true; HasActionObjectManager.Instance.monsterManager.InitMonster(monsterInfo); } else if (info.type == EntityType.NPC) { NPCInfo npcInfo = new NPCInfo(); npcInfo.aoId = info.aoId; npcInfo.NPCId = info.entityId; npcInfo.position = info.position; npcInfo.isNetObj = true; HasActionObjectManager.Instance.npcManager.InitNPC(npcInfo); } else if (info.type == EntityType.PLANT) { HasActionObjectManager.Instance.plantManager.buildPlant(info.position, (DecorationType)info.entityId, info.aoId); } } }
public override void ClientDo(ServerConnectionWorker connectionWork) { GameObject monster = HasActionObjectManager.Instance.monsterManager.getObjById(aoId); //做动作的时候,可能还没有真正实例化出来 if (monster == null) { return; } monster.transform.localRotation = Quaternion.AngleAxis(yRotate, Vector3.up); GameObjectController controller = monster.GetComponent <GameObjectController>(); if (controller.baseAttribute.isNetObj) { controller.Move(direction); if (isJump) { controller.Jump(); } else { controller.StopJump(); } controller.DoAction(actionId); } }
public override void ClientDo(ServerConnectionWorker connectionWork) { NetChunkData netChunkData = new NetChunkData(roleId, pos); netChunkData.data.data = chunkByteData; netChunkData.data.compressType = (MTBCompressType)compressType; EventManager.SendEvent(NetEventMacro.ON_NET_SAVE_CHUNK, netChunkData); }
public override void ClientDo(ServerConnectionWorker connectionWork) { Chunk chunk = World.world.GetChunk(pos.x, pos.y, pos.z); if (chunk != null) { chunk.UpdateSign(sign); } }
public override void ClientDo(ServerConnectionWorker connectionWork) { NetChunkData data = new NetChunkData(NetManager.Instance.client.roleId, pos); data.isExist = false; data.hasChangeData = true; data.changedData = new ClientChangedChunkData(sign, changedBlocks); EventManager.SendEvent(NetEventMacro.ON_NET_POPULATION_GENERATE, data); }
public override void ClientDo(ServerConnectionWorker connectionWork) { NetChunkData data = new NetChunkData(roleId, pos); data.isExist = isExit; data.data.compressType = (MTBCompressType)compressType; data.data.data = chunkByteData; data.hasChangeData = hasChangedData; data.changedData = changedData; EventManager.SendEvent(NetEventMacro.ON_NET_CHUNK_GENERATOR_RETURN, data); }
public override void ClientDo(ServerConnectionWorker connectionWork) { PlayerInfo info = new PlayerInfo(); info.playerId = playerId; info.aoId = aoId; info.position = birthPlace; info.isMe = true; Debug.Log("收到世界配置为:" + worldConfigName); EventManager.SendEvent(NetEventMacro.ON_JION_GAME, info, worldConfigName, seed, time); }
public override void ClientDo(ServerConnectionWorker connectionWork) { if (list == null) { return; } for (int i = 0; i < list.Count; i++) { list[i].isNetObj = true; HasActionObjectManager.Instance.playerManager.InitPlayer(list[i]); } }
public override void ClientDo(ServerConnectionWorker connectionWork) { PlayerInfo info = new PlayerInfo(); info.playerId = playerId; info.aoId = aoId; info.position = birthPlace; info.isMe = false; info.isNetObj = true; UnityEngine.Debug.Log("玩家roleId:" + aoId + "进入视野!"); HasActionObjectManager.Instance.playerManager.InitPlayer(info); }
public override void ClientDo(ServerConnectionWorker connectionWork) { PlayerManager manager = HasActionObjectManager.Instance.playerManager; GameObject player = manager.getObjById(aoId); if (player == null) { return; } if (Vector3.Distance(player.transform.position, position) > 2) { // Debug.Log("位置出现误差!修正中..." + player.transform.position.ToString() + "->" + position.ToString()); player.transform.position = position; } }
public override void ClientDo(ServerConnectionWorker connectionWork) { if (type == EntityType.MONSTER) { HasActionObjectManager.Instance.monsterManager.removeObj(aoId); } else if (type == EntityType.NPC) { HasActionObjectManager.Instance.npcManager.removeObj(aoId); } else if (type == EntityType.PLANT) { HasActionObjectManager.Instance.plantManager.removePlant(aoId); } UnityEngine.Debug.Log("实体aoId:" + aoId + "离开视野!"); }
public override void ClientDo(ServerConnectionWorker connectionWork) { MonsterManager manager = HasActionObjectManager.Instance.monsterManager; GameObject monster = manager.getObjById(aoId); if (monster == null) { return; } if (monster.GetComponent <GameObjectController>().baseAttribute.isNetObj) { if (Vector3.Distance(monster.transform.position, position) > 2) { monster.transform.position = position; } } }
public override void ClientDo(ServerConnectionWorker connectionWork) { if (type == EntityType.MONSTER) { HasActionObjectManager.Instance.monsterManager.ChangeObjNet(aoId, false); // GameObject obj = HasActionObjectManager.Instance.monsterManager.getObjById(aoId); // GOMonsterController controller = obj.GetComponent<GOMonsterController>(); // controller.ChangeNetObj(false); } else if (type == EntityType.NPC) { // HasActionObjectManager.Instance.npcManager.getObjById(aoId); } else if (type == EntityType.PLANT) { // HasActionObjectManager.Instance.plantManager.removePlant(aoId); } UnityEngine.Debug.Log("实体aoId:" + aoId + "的所属改变!"); }
public override void ClientDo(ServerConnectionWorker connectionWork) { UnityEngine.Debug.Log("玩家roleId:" + aoId + "离开视野!"); HasActionObjectManager.Instance.playerManager.removeObj(aoId); }
public override void ClientDo(ServerConnectionWorker connectionWork) { //World.world.WorldGenerator.RefreshChunk(area); EventManager.SendEvent(NetEventMacro.ON_NET_AREA_UPDATE, area); UnityEngine.Debug.Log("收到更改Area" + area.chunkList.Count + " pos:" + area.chunkList[0].chunk.worldPos.x + "," + area.chunkList[0].chunk.worldPos.y + "," + area.chunkList[0].chunk.worldPos.z); }
public virtual void ClientDo(ServerConnectionWorker connectionWork) { }
public override void ClientDo(ServerConnectionWorker connectionWork) { EventManager.SendEvent(NetEventMacro.ON_LINK_SERVER); UnityEngine.Debug.Log("收到服务器:" + this.ip + ":" + this.port + "的信息,连接请求成功!"); }
public override void ClientDo(ServerConnectionWorker connectionWork) { EventManager.SendEvent(NetEventMacro.ON_RESPONSE_REMOVE_CHUNK_EXT_DATA, pos, needSave, entities); }
public override void ClientDo(ServerConnectionWorker connectionWork) { NetChunkData data = new NetChunkData(roleId, pos); EventManager.SendEvent(NetEventMacro.ON_NET_CHUNK_GENERATOR, data); }
public override void ClientDo(ServerConnectionWorker connectionWork) { DayNightTime.Instance.UpdateTime(time); }
public override void ClientDo(ServerConnectionWorker connectionWork) { Chunk chunk = World.world.GetChunk(pos.x, pos.y, pos.z); chunk.UpdateClientChangedBlock(changedBlock, true); }