//private Dictionary<ulong, int> tagDic; //NOTE: uid 转场景tag //private Dictionary<ulong, Item> itemMap; //NOTE: 通过uid 获得Item public TankManager GetTM(ulong uid) { TankManager tm = null; foreach (var tmp in m_Tanks) { if (uid == tmp.m_Uid) { tm = tmp; break; } } return(tm); }
public void DoMatch(WarPb.War_Match data) { m_Meet.DoMatch(data); //ulong uid = 2; //foreach (var tm in m_Meet.m_Tanks) //{ // if (uid == tm.m_Uid) // { // Look = tm.m_Instance.transform; // break; // } //} TankManager tm = m_Meet.GetTM(2002); if (null != tm) { Look = tm.m_Instance.transform; } }
public void DoMatch(WarPb.War_Match data) { //data.MapId //NOTE: 用于确定使用哪个地图 //DoMatch(data, SceneManager.CreateScene("PhysicField")); //Scene scene = SceneManager.GetActiveScene(); int idx = 0; foreach (WarPb.Team team in data.League) { foreach (MasterPb.Role role in team.Roles) { TankManager tm = m_Tanks[idx]; tm.m_Instance = GameObject.Instantiate(GetPrefab(role.ModelId), tm.m_SpawnPoint.position, tm.m_SpawnPoint.rotation) as GameObject; //SceneManager.MoveGameObjectToScene(tm.m_Instance, scene); tm.m_Uid = role.Uid; tm.Setup(); idx++; } } Physics.IgnoreLayerCollision(9, 9); }