void AsyncPlayerMoveAnimation() { if(isMove!=anim.GetBool("move")) { //动画状态不同步时候 PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("move") }; model.SetTime(DateTime.Now); //向服务器发起动画同步的请求 battleController.AsyncPlayerMoveAnimation(model); isMove = anim.GetBool("move"); } }
void SyncMoveAnimation() //同步移动的动画 { if (isMove != anim.GetBool("Move")) //当前状态发生了改变,需要同步 { PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("Move") }; //应该改为当前最新状态 model.SetTime(DateTime.Now); fightController.SyncMoveAnimation(model); isMove = anim.GetBool("Move"); } }
void SyncMoveAnimation() //同步移动的动画 { if (isMove != anim.GetBool("Move")) //当前动画状态发生了改变 需要同步 { //发送同步的请求 PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("Move") }; model.SetTime(DateTime.Now); battleController.SyncMoveAnimation(model); isMove = anim.GetBool("Move"); } }
void AsyncPlayerMoveAnimation() { if (isMove != anim.GetBool("move")) { //动画状态不同步时候 PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("move") }; model.SetTime(DateTime.Now); //向服务器发起动画同步的请求 battleController.AsyncPlayerMoveAnimation(model); isMove = anim.GetBool("move"); } }
//同步玩家移动动画 void SyncPlayerMoveAnimation() { if (isCanControl == false) { return; } if (isMove != anim.GetBool("Move"))//只有动画状态发生改变才需要同步,以免频繁请求服务器 { PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("Move") }; model.SetTime(DateTime.Now); VilligePlayerController.Instance.SyncPlayerMoveAnimationRequest(model); isMove = anim.GetBool("Move"); } }
//同步角色移动动画 void SyncTransPlayerMoveAnimation() { if (isCanControl == false) { return; } if (this.GetComponent <PlayerAttack>().hp <= 0) { return; } if (isMove != anim.GetBool("Move"))//只有动画状态发生改变才需要同步,以免频繁请求服务器 { PlayerMoveAnimationModel model = new PlayerMoveAnimationModel() { IsMove = anim.GetBool("Move") }; model.SetTime(DateTime.Now); BattleController.Instance.SyncPlayerMoveAnimationRequest(model); isMove = anim.GetBool("Move"); } }
private void SyncMoveAnimation() //同步移动的动画 { if (isMove != anim.GetBool("Move")) //当前动画状态发生了改变 需要同步 { //发送同步的请求 PlayerMoveAnimationModel model = new PlayerMoveAnimationModel(){IsMove = anim.GetBool("Move")}; model.SetTime(DateTime.Now); battleController.SyncMoveAnimation(model); isMove = anim.GetBool("Move"); } }