protected override async ETTask Run(ETModel.Session session, M2C_CreateSpilings message) { SpilingInfo spilingInfo = message.Spilings; if (spilingInfo == null) { ETModel.Log.Error("收到的木桩回调信息为空"); } //创建木桩 Unit unit = UnitFactory.CreateSpiling(spilingInfo.UnitId, spilingInfo.ParentUnitId); //因为血条需要,创建热更层unit HotfixUnit hotfixUnit = HotfixUnitFactory.CreateHotfixUnit(unit); hotfixUnit.AddComponent <FallingFontComponent>(); unit.Position = new Vector3(spilingInfo.X, spilingInfo.Y, spilingInfo.Z); unit.AddComponent <HeroDataComponent, long>(10001); // 创建头顶Bar Game.EventSystem.Run(EventIdType.CreateHeadBar, spilingInfo.UnitId); // 挂载头顶Bar hotfixUnit.AddComponent <HeroHeadBarComponent, Unit, FUI>(unit, Game.Scene.GetComponent <FUIComponent>().Get(spilingInfo.UnitId)); await ETTask.CompletedTask; }
public static HotfixUnit CreateHotfixUnit(Unit unit, bool IsPlayer = false) { HotfixUnit hotfixUnit = ComponentFactory.CreateWithId <HotfixUnit, Unit>(unit.Id, unit); //Log.Info($"此英雄的热更层ID为{hotfixUnit.Id}"); Game.Scene.GetComponent <M5V5GameComponent>().AddHotfixUnit(hotfixUnit.Id, hotfixUnit); return(hotfixUnit); }
public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); this.completedIdQueue.Clear(); this.FuiFallBleedQue.Clear(); this.RunnningFuiFallBleedQue.Clear(); this.myHero.Dispose(); this.myHero = null; }
protected override async ETTask Run(ETModel.Session session, M2C_CreateUnits message) { foreach (UnitInfo unitInfo in message.Units) { //TODO 暂时先忽略除英雄之外的Unit(如技能碰撞体),后期需要配表来解决这一块的逻辑,并且需要在协议里指定Unit的类型Id(注意不是运行时的Id,是Excel表中的类型Id) //TODO 诺手UnitTypeId暂定10001 if (UnitComponent.Instance.Get(unitInfo.UnitId) != null || unitInfo.UnitTypeId != 10001) { continue; } //根据不同名称和ID,创建英雄 Unit unit = UnitFactory.CreateHero(unitInfo.UnitId, "NuoKe", (RoleCamp)unitInfo.RoleCamp); //因为血条需要,创建热更层unit HotfixUnit hotfixUnit = HotfixUnitFactory.CreateHotfixUnit(unit, true); hotfixUnit.AddComponent <FallingFontComponent>(); unit.Position = new Vector3(unitInfo.X, unitInfo.Y, unitInfo.Z); //添加英雄数据 M2C_GetHeroDataResponse M2C_GetHeroDataResponse = await Game.Scene.GetComponent <SessionComponent>() .Session.Call(new C2M_GetHeroDataRequest() { UnitID = unitInfo.UnitId }) as M2C_GetHeroDataResponse; UnitComponent.Instance.Get(unitInfo.UnitId) .AddComponent <HeroDataComponent, long>(M2C_GetHeroDataResponse.HeroDataID); unit.AddComponent <NP_RuntimeTreeManager>(); //Log.Info("开始创建行为树"); ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10001).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10001).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10002).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10002).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10003).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10003).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10004).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10004).BelongToSkillId).Start(); //Log.Info("行为树创建完成"); // 创建头顶Bar Game.EventSystem.Run(EventIdType.CreateHeadBar, unitInfo.UnitId); // 挂载头顶Bar hotfixUnit.AddComponent <HeroHeadBarComponent, Unit, FUI>(unit, Game.Scene.GetComponent <FUIComponent>().Get(unitInfo.UnitId)); } if (UnitComponent.Instance.MyUnit == null) { // 给自己的Unit添加引用 UnitComponent.Instance.MyUnit = UnitComponent.Instance.Get(PlayerComponent.Instance.MyPlayer.UnitId); UnitComponent.Instance.MyUnit .AddComponent <CameraComponent, Unit>(UnitComponent.Instance.MyUnit); UnitComponent.Instance.MyUnit.AddComponent <OutLineComponent>(); Game.Scene.GetComponent <M5V5GameComponent>().GetHotfixUnit(PlayerComponent.Instance.MyPlayer.UnitId).AddComponent <PlayerHeroControllerComponent>(); Game.EventSystem.Run(EventIdType.EnterMapFinish); } //ETModel.Log.Info($"{DateTime.UtcNow}完成一次创建Unit"); await ETTask.CompletedTask; }
public void AddHotfixUnit(long id, HotfixUnit hotfixUnit) { this.m_HotfixUnits.Add(id, hotfixUnit); }