public void ReceiveCommandPursue(object parm) { LogModule.DebugLog("ReceiveCommandPursue"); if (mBattleState != BattleState.prepare && mBattleState != BattleState.Start) { LogModule.DebugLog("AssetNotOk"); return; } CPursueInfor tPursueInfor = GameFacade.GetProxy <BattleProxy>().PursueInfor; if (mSceneID != tPursueInfor.sceneId) { return; } Vector3 tAimPos = mSquadGameObjDict[tPursueInfor.aimObjId].transform.position; SquadController tAimController = mSquadGameObjDict[tPursueInfor.aimObjId].transform.GetComponent <SquadController>(); //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().SquadAttackEnemy(tAimController); //mSquadGameObjDict[tObjCommandPursue.ObjId].GetComponent<SquadController>().UnitMarching(tAimPos); }
public static void SetPursueInfor(CPursueInfor pursueInfor, GC_OBJCOMMANDPURSUE gcPursueInfor) { pursueInfor.sceneId = gcPursueInfor.SceneId; pursueInfor.objId = gcPursueInfor.ObjId; pursueInfor.aimObjId = gcPursueInfor.AimObjId; }