示例#1
0
        public void ExecuteUserCmd(IPlayerUserCmdGetter getter, IUserCmd cmd)
        {
            if (cmd.PredicatedOnce)
            {
                return;
            }

            PlayerEntity player = (PlayerEntity)getter.OwnerEntity;

            //服务器通过tcp指令修改客户端位置
            CorrectPositionByServer(cmd, player);

            CheckPlayerLifeState(player);

            var updateComponent = player.moveUpdate;

            updateComponent.LastPosition = player.position.Value.ShiftedToFixedVector3();

            updateComponent.Reset();

            if (!CanPlayerMove(player))
            {
                return;
            }

            player.playerMove.ClearState();

            // swimhandler和divehandler未解耦,handler内部函数声明为static,解耦后可以不使用switch
            MoveType moveType = GetPlayerMoveType(player);

            switch (moveType)
            {
            case MoveType.Land:
                LandHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Swim:
                SwimHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Dive:
                DiveHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Fly:
                FlyHandler.Move(player, cmd, cmd.FrameInterval * 0.001f);
                break;

            default:
                break;
            }

            SyncPlayerMove(player, moveType);
        }
示例#2
0
        public void ExecuteUserCmd(IUserCmdOwner owner, IUserCmd cmd)
        {
            PlayerEntity player = (PlayerEntity)owner.OwnerEntity;

            CorrectPositionByServer(cmd, player);

            CheckPlayerLifeState(player);

            var updateComponent = player.moveUpdate;

            updateComponent.LastPosition = player.position.Value;

            updateComponent.Reset();

            if (!CanPlayerMove(player))
            {
                return;
            }

            player.playerMove.ClearState();

            MoveType moveType = GetPlayerMoveType(player);

            switch (moveType)
            {
            case MoveType.Land:
                LandHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Swim:
                SwimHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Dive:
                DiveHandler.Move(_contexts, player, cmd.FrameInterval * 0.001f);
                break;

            case MoveType.Fly:
                FlyHandler.Move(player, cmd, cmd.FrameInterval * 0.001f);
                break;

            default:
                break;
            }

            SyncPlayerMove(player, moveType);
        }