protected override void Run(Session session, S2CCoalesceInput message) { ETModel.Scene mScene = ETModel.Game.Scene; mScene.GetComponent <LatencyComponent>().AddAMsgLan(message.Time - TimeHelper.GetCurrentTimeUnix()); Unit u; C2SCoalesceInput mC2SCoalesceInput = new C2SCoalesceInput(); for (int i = 0; i < message.UnitID.Count; i++) { u = mScene.GetComponent <WorldManagerComponent>().mEntityList[0].GetUnitByID(message.UnitID[i]); if (u != null) { u.QueueMessage(message.MC2SCoalesceInputs[i]); } } }
private void OnEnterBattleScene() { WorldEntity worldEntity = WorldEntityFactory.Create(); // WorldEntity worldEntity = ComponentFactory.Create<WorldEntity>(); ETModel.Scene mScene = ETModel.Game.Scene; mScene.AddComponent <BattleControlComponent>().CreatUnitModel(mScene.GetComponent <UnitComponent>().GetAll()); worldEntity.SetMainUnit(mScene.GetComponent <BattleControlComponent>().GetMainUnit()); foreach (var v in mScene.GetComponent <UnitComponent>().GetAll()) { worldEntity.GetGameState().AddGameUnit(v); } mScene.GetComponent <WorldManagerComponent>().AddWorld(worldEntity); foreach (var v in mScene.GetComponent <UnitComponent>().GetAll()) { ETModel.Game.Scene.GetComponent <WorldManagerComponent>().AddUnitToWorld(v, worldEntity); } ThreadEntity threadEntity = ThreadEntityFactory.Create(); threadEntity.InitWorldEntity(worldEntity); mScene.AddComponent <InputComponent>(); CameraController.Instance.OnEnterBattleScene(); }