Пример #1
0
    /// <summary>
    /// 创建场景对象
    /// </summary>
    /// <param name="objInfo"></param>
    public void CreateObject(int objectIndex, int serverID, ProtoCreateObject sync)
    {
        bool isPreSet = objectIndex >= 0;
        int  index    = isPreSet ? objectIndex : -objectIndex;

        if (index < cratePrefabs.Length)
        {
            GameObject prefab = cratePrefabs[index];
            if (prefab == null)
            {
                Debug.LogError("生成AI:无效对象索引" + objectIndex);
                return;
            }
            GameObject go = GameObject.Instantiate(prefab);
#if UNITY_EDITOR
            go.name = "" + serverID;
#endif
            if (!go.activeSelf)
            {
                go.SetActive(true);
            }
            //获取/初始化配置数据
            BaseAI ai = go.GetComponent <BaseAI>();
            if (ai != null)
            {
                if (Connection.GetInstance().isHost == true)
                {
                    AppearObjectData objCfg = AICreater.GetObjectCfg(sync.hashCode);
                    if (objCfg != null)
                    {
                        ai.InitAIData(objCfg);
                    }
                }
                sceneModel.RegisterAI(ai);
            }

            //设置同步组件
            SceneGameObject sgo = go.GetComponent <SceneGameObject>();
            if (sgo != null)
            {
                ProtoPlayerInfo selfInfo = playerModel.GetPlayerInfo();
                if (selfInfo != null)
                {
                    sgo.SetSyncStatus(objectIndex, serverID, true, selfInfo.pos, sync.GetPos(), sync.GetRot());
                    sceneModel.AddSceneObject(sgo);
                }
            }
        }
        else
        {
            Debug.LogError("生成AI:无效对象索引" + objectIndex);
        }
    }
Пример #2
0
 /// <summary>
 /// 刷新同步数据
 /// </summary>
 public void UpdateSyncData(SyncObject[] updateList)
 {
     for (int i = 0; i < updateList.Length; i++)
     {
         SyncObject updateObj = updateList[i];
         SyncObject srcObj;
         if (updataList.TryGetValue(updateObj.serverID, out srcObj))
         {
             srcObj.posX = updateObj.posX;
             srcObj.posY = updateObj.posY;
             srcObj.posZ = updateObj.posZ;
             srcObj.rotX = updateObj.rotX;
             srcObj.rotY = updateObj.rotY;
             srcObj.rotZ = updateObj.rotZ;
             srcObj.rotW = updateObj.rotW;
         }
         else
         {
             if (SyncCreater.instance != null && Connection.GetInstance().isHost == false)
             {
                 if (updateObj.objectIndex >= 0)
                 {
                     SyncCreater.instance.ActiveObject(updateObj.objectIndex, updateObj.serverID);
                 }
                 else
                 {
                     ProtoCreateObject create = new ProtoCreateObject();
                     create.objectIndex = updateObj.objectIndex;
                     create.hashCode    = -1;
                     create.serverID    = updateObj.serverID;
                     create.SetPos(updateObj.GetPos());
                     create.SetRot(updateObj.GetRot());
                     SyncCreater.instance.CreateObject(updateObj.objectIndex, updateObj.serverID, create);
                 }
             }
         }
         updateObj.Recycle();
     }
 }
Пример #3
0
    //检查创建对象
    void CheckCreate()
    {
        if (appearTag != null)
        {
            for (int i = 0; i < appearTag.Length; i++)
            {
                if (appearTag[i] == false)
                {
                    AppearSetData apData = levelData.appearSets[i];
                    if (gameTime >= apData.time)
                    {
                        appearTag[i] = true;
                        if (apData.objectCfgs != null && apData.objectCfgs.Length > 0)
                        {
                            Debug.Log("第" + i + "波");
                            ProtoCreateObject[] list = new ProtoCreateObject[apData.objectCfgs.Length];
                            for (int z = 0; z < list.Length; z++)
                            {
                                var objData = apData.objectCfgs[z];

                                list[z]             = new ProtoCreateObject();
                                list[z].objectIndex = objData.objectIndex;
                                int id = GetCreateID();
                                list[z].hashCode = id;
                                AddObjectCfg(id, objData);
                                list[z].SetPos(GetPosByRadian(transform.position, objData.XAngle, objData.distance, objData.YAngle));
                            }
                            var t = new EventObjectArgs();
                            t.t = list;
                            SceneController.instance.SendNetMsg(ProtoIDCfg.CREATE_OBJECTS, t);
                        }
                    }
                }
            }
        }
    }