private void runUser(MseSceneObjMove objMove) { var userNode = getUserNodeByUID(objMove.uid); if (null != userNode) { userNode.UpdateBySceneObjRunning(objMove); } }
private void DoMove(MseSceneObjMove sceneObj) { var targetPos = new Vector3(sceneObj.posX / sceneNode.SCALE, sceneObj.posY / sceneNode.SCALE, 0); var lastTime = GlobalServerTime.getLastTime(sceneObj.endTime); UnityEngine.Debug.Log("lastTime = " + lastTime + "," + sceneObj.posX + "," + sceneObj.posY); var tempAction = new MoveToAction(targetPos, lastTime / 1000); ActionManager.GetInstance().RunAction(sceneNode, tempAction, null); currentActions[(int)E_SceneObjMoveS.MOVE] = tempAction; }
public void UpdateBySceneObjMove(MseSceneObjMove sceneObj) { UnityEngine.Debug.Log("scneMove = " + sceneObj.status); // 首先停止 SetStateStop(); if (sceneObj.status == E_SceneObjMoveS.STOP) { return; } DoMove(sceneObj); DoRotate(sceneObj); if (sceneObj.status == E_SceneObjMoveS.MOVE_AND_ROTATE) { DoMoveAndRotate(sceneObj); } }
private void DoMoveAndRotate(MseSceneObjMove sceneObj) { }
public virtual void UpdateBySceneObjRunning(MseSceneObjMove sceneObj) { // Do nothing }
public override void UpdateBySceneObjRunning(MseSceneObjMove sceneObj) { base.UpdateBySceneObjRunning(sceneObj); moveControl.UpdateBySceneObjMove(sceneObj); }