void processor_SC_NOTI_ENTER_FIELD(GAME.SC_NOTI_ENTER_FIELD read) { Debug.Log("processor_GAME_SC_NOTI_ENTER_FIELD 받음"); var key = read.Key; var pos = new Vector3(read.PosX, read.PosY, read.PosZ); Int64 timestamp = read.Timestamp; Debug.Log("SC_NOTI_ENTER_FIELD"); var enemyTank = Instantiate(Resources.Load("Prefabs/EnemyTank2")) as GameObject; enemyTank.transform.position = pos; //Debug.Log("들어온 친구 key: " + key); var enemy_tank_info = new EnemyTankInfo(); enemy_tank_info.obj = enemyTank; for (var i = 0; i < max_snapshot_size; ++i) { enemy_tank_info.snapshots[i].timestamp = session_.getServerTimestamp(); enemy_tank_info.snapshots[i].pos = pos; } enemies[key] = enemy_tank_info; //Debug.Log("count: " + enemies.Count); }
void processor_SC_ENTER_FIELD(GAME.SC_ENTER_FIELD read) { key_ = read.Key; GameObject player = GameObject.Find("PlayerTank1"); player.transform.position = new Vector3(read.PosX, read.PosY, read.PosZ); Debug.Log("processor_GAME_SC_ENTER_FIELD 받음"); foreach (var other in read.UserInfos) { var pos = new Vector3(other.PosX, other.PosY, other.PosZ); Debug.Log(pos); var enemyTank = Instantiate(Resources.Load("Prefabs/EnemyTank2")) as GameObject; enemyTank.transform.position = pos; //Debug.Log("필드에 존재하는 유닛 key: " + other.Key); var enemy_tank_info = new EnemyTankInfo(); enemy_tank_info.obj = enemyTank; for (var i = 0; i < max_snapshot_size; ++i) { enemy_tank_info.snapshots[i].timestamp = session_.getServerTimestamp(); enemy_tank_info.snapshots[i].pos = pos; } enemies[other.Key] = enemy_tank_info; //Debug.Log("count: " + enemies.Count); } }