public void MoveForward() { Vector3 aheadEndPos = aheadGO.transform.localPosition; aheadEndPos.x -= aheadOffsetX; MapController.instance.Move(aheadGO.transform, aheadEndPos, null, aheadTime); Vector3 betweenEndPos = betweenGO.transform.localPosition; betweenEndPos.x -= betweenOffsetX; MapController.instance.Move(betweenGO.transform, betweenEndPos, null, betweenTime); Vector3 groundEndPos = groundGO.transform.localPosition; groundEndPos.x -= groundOffsetX; MapController.instance.Move(groundGO.transform, groundEndPos, () => { #if UNITY_EDITOR if (!MapController.instance.showMapButton) #endif DataMessageHandler.DataMessage_FinishRun(CharacterType.Player); }, groundTime); Vector3 behindEndPos = behindGO.transform.localPosition; behindEndPos.x -= behindOffsetX; MapController.instance.Move(behindGO.transform, behindEndPos, null, behindTime); }
private bool LOBBY2CLIENT_REALTIME_FIGHT_DATA_RESP_HANDLER(Observers.Interfaces.INotification note) { RealTimeFightDataResp resp = note.Body as RealTimeFightDataResp; FightProxy.instance.fightId = resp.fightId; FightProxy.instance.randomSeed = resp.randomSeed; FightProxy.instance.SetData(resp.selfTeamData, resp.opponentTeamData); //FightController.instance.fightType = Enums.FightType.PVP; FightController.instance.fightType = Enums.FightType.ConsortiaFight; FightProxy.instance.consortiaOver = false; FightProxy.instance.isHome = resp.isHome; DataMessageHandler.DataMessage_ClearConsortiaSkills(); Debugger.Log("start consortia fight --------------------------------------------------------------"); _count = 0; for (int i = 0, count = resp.cmdList.Count; i < count; i++) { FightCmdSynResp fightCmdSynResp = resp.cmdList[i]; Dictionary <int, int> judgeDic = new Dictionary <int, int>(); Debugger.Log("character {0} skillId {1}", fightCmdSynResp.heroId, fightCmdSynResp.skillId); for (int j = 0, jCount = fightCmdSynResp.effectJudgeTypes.Count; j < jCount; j++) { DoubleIntProto dip = fightCmdSynResp.effectJudgeTypes[j]; Debugger.Log("character {0} target {1} judgeType {2}", fightCmdSynResp.heroId, dip.value1, dip.value2); judgeDic.Add(dip.value1, dip.value2); } _count++; ConsortiaFightData consortiaFightData = new ConsortiaFightData(); consortiaFightData.id = fightCmdSynResp.heroId; consortiaFightData.skillId = fightCmdSynResp.skillId; consortiaFightData.judgeDic = judgeDic; consortiaFightData.mechanicses = fightCmdSynResp.mechanicsList; consortiaFightData.buffList = fightCmdSynResp.newBuffList; consortiaFightData.delBuffList = fightCmdSynResp.delBuffList; consortiaFightData.deadHeroList = fightCmdSynResp.diedHeroList; FightProxy.instance.AddConsortiaFightData(consortiaFightData); foreach (var item in consortiaFightData.mechanicses) { foreach (var g in item.gethits) { Debugger.Log("damaged----------------character {0} hurted {1} remainHp {2}", g.heroId, g.hurt, g.remainHp); } } foreach (var did in consortiaFightData.deadHeroList) { Debugger.Log("dead----------------character {0} skillId {1} deadid {2}", fightCmdSynResp.heroId, fightCmdSynResp.skillId, did); } DataMessageHandler.DataMessage_OrderConsortiaSkill((uint)fightCmdSynResp.heroId, (uint)fightCmdSynResp.skillId, fightCmdSynResp.releaseTime, false); } Debugger.LogError("server skill count:{0}", _count); FightController.instance.PreReadyFight(); return(true); }