Exemplo n.º 1
0
        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());
            }
        }
Exemplo n.º 2
0
    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();
    }