private void OnRecvPlayerFlash(IChannel channel, Message message) { Console.WriteLine(string.Format("send to backend start")); CPlayerFlash request = message as CPlayerFlash; Player player = (Player)World.Instance.GetEntity(request.player); player.Position = Entity.V3ToPoint3d(request.pos); SPlayerFlash response = new SPlayerFlash(); response.ID = request.player; response.pos = request.pos; response.rot = request.rot; //channel.Send(response); //player.Broadcast(response, true); World.Instance.Broundcast(response); Console.WriteLine(string.Format("send to backend sucess")); }
private void OnRecvPlayerFlash(IChannel channel, Message message) { //public NetworkEntity Entity { get { return m_entity; } } //NetworkEntity m_entity; //m_entity = GetComponent<NetworkEntity>(); Console.WriteLine(string.Format("send to fortend ")); Debug.Log("send to fortend"); SPlayerFlash msg = message as SPlayerFlash; NetworkEntity self = networkEntities[msg.ID]; PlayerController controller = self.gameObject.GetComponent <PlayerController>(); if (controller == null) { return; } IPlayerBehavior behavior = (IPlayerBehavior)(self.behavior); Vector3 position = new Vector3(msg.pos.x, msg.pos.y, msg.pos.z); Quaternion rotation = new Quaternion(msg.rot.x, msg.rot.y, msg.rot.z, msg.rot.w); behavior.Flash(position, rotation); Debug.Log("send to fortend sucess"); Console.WriteLine(string.Format("send to fortend sucess")); }