internal static void SendSelectHeroFinish(AsyncUserToken token, Dictionary <uint, uint> userhero_Dic) { NtfSelectHeroFinish selectHeroFinish = new NtfSelectHeroFinish(); foreach (var item in userhero_Dic) { PlayerHeroInfo info = new PlayerHeroInfo(); info.userid = item.Key; info.heroid = item.Value; selectHeroFinish.select_herolist.Add(info); } using (MemoryStream stream = new MemoryStream()) { Serializer.Serialize <NtfSelectHeroFinish>(stream, selectHeroFinish); Send(token, Protocol.NtfSelectHeroFinish, stream.ToArray()); } }
void Start() { _PhysicalSystem.Open(); _UnityUdpSocket.Open(); mFrameData = new FrameData(); mLockStep = gameObject.AddComponent <LockStep>(); for (int i = 0; i < NetData.Instance.mFightData.PlayerHeroInfoList.Count; i++) { PlayerHeroInfo info = NetData.Instance.mFightData.PlayerHeroInfoList[i]; uint userid = info.userid; uint heroid = info.heroid; GameObject actorobj = _AssetManager.GetGameObject("prefab/hero/yase/yase_prefab"); Actor actor; if (userid == NetData.Instance.mUserData.Userid) { actor = actorobj.AddComponent <PlayerActor>(); } else { actor = actorobj.AddComponent <RoleActor>(); } if (mActorParent == null) { mActorParent = GameObject.Find("ActorParent").transform; } actor.transform.parent = mActorParent; actor.Position = new CustomVector3(0, 0, 0); actor.Speed = new FixedPointF(300, 100); actor.Angle = 0; actor.Id = userid; AddActor(userid, actor); } _UnityUdpSocket.Connect(); }