protected override void Run(ETModel.Session session, M2C_CreateUnits message)
        {
            UnitComponent unitComponent = ETModel.Game.Scene.GetComponent <UnitComponent>();

            foreach (UnitInfo unitInfo in message.Units)
            {
                if (unitComponent.Get(unitInfo.UnitId) != null)
                {
                    continue;
                }
                UnitData unitData = new UnitData();

                unitData.groupIndex = (GroupIndex)unitInfo.GroupIndex;
                unitData.layerMask  = (UnitLayerMask)unitInfo.LayerMask;
                unitData.unitLayer  = (UnitLayer)unitInfo.UnitLayer;
                unitData.unitTag    = (UnitTag)unitInfo.UnitTag;
                Unit unit = UnitFactory.Create(unitInfo.UnitId, 1001, unitData);

                NumericComponent numericComponent = unit.GetComponent <NumericComponent>();
                foreach (var v in unitInfo.UnitNumerics)
                {
                    numericComponent.Set((NumericType)v.Type, v.Value);
                }
                BattleEventHandler.LoadAssets(unit);


                Vector3 postion = new Vector3(unitInfo.Position.X, unitInfo.Position.Y, unitInfo.Position.Z);
                unit.GameObject.transform.forward = new Vector3(unitInfo.Dir.X, unitInfo.Dir.Y, unitInfo.Dir.Z);
                unit.Position = postion;
                Dictionary <Type, IProperty> unitStateList = new Dictionary <Type, IProperty>();
                P_Position property_Position = new P_Position();
                property_Position.Value = postion; // 防止掉下去
                unitStateList.Add(typeof(P_Position), property_Position);
                unit.GetComponent <UnitStateComponent>().Init(unitStateList);
            }
        }
示例#2
0
        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;
        }
        protected async ETVoid RunAsync(Session session, G2M_CreateUnit message, Action <M2G_CreateUnit> reply)
        {
            M2G_CreateUnit response = new M2G_CreateUnit();

            try
            {
                UnitData playerData = new UnitData();
                if (unitIndex % 2 == 0)
                {
                    playerData.groupIndex = GroupIndex.Player;
                    playerData.layerMask  = UnitLayerMask.ALL;
                    playerData.unitLayer  = UnitLayer.Character;
                    playerData.unitTag    = UnitTag.Player;
                }
                else
                {
                    playerData.groupIndex = GroupIndex.Monster;
                    playerData.layerMask  = UnitLayerMask.ALL;
                    playerData.unitLayer  = UnitLayer.Character;
                    playerData.unitTag    = UnitTag.Monster;
                }
                unitIndex++;
                Unit unit = UnitFactory.Create(IdGenerater.GenerateId(), 1001, playerData);
                await unit.AddComponent <MailBoxComponent>().AddLocation();

                unit.AddComponent <UnitGateComponent, long>(message.GateSessionId);


                unit.Position = new Vector3(-10, 0, -10);


                UnitStateComponent stateCom = unit.GetComponent <UnitStateComponent>();

                Game.Scene.GetComponent <UnitStateMgrComponent>().Add(stateCom);

                response.UnitId = unit.Id;



                // 广播创建的unit
                M2C_CreateUnits createUnits = new M2C_CreateUnits();
                Unit[]          units       = Game.Scene.GetComponent <UnitComponent>().GetAll();
                foreach (Unit u in units)
                {
                    UnitInfo           unitInfo           = new UnitInfo();
                    UnitStateComponent unitStateComponent = u.GetComponent <UnitStateComponent>();
                    unitInfo.Position   = u.Position.ToV3Info();
                    unitInfo.Dir        = Vector3.forward.ToV3Info();
                    unitInfo.UnitId     = u.Id;
                    unitInfo.GroupIndex = (int)u.UnitData.groupIndex;
                    unitInfo.LayerMask  = (int)u.UnitData.layerMask;
                    unitInfo.UnitLayer  = (int)u.UnitData.unitLayer;
                    unitInfo.UnitTag    = (int)u.UnitData.unitTag;

                    foreach (var v in u.GetComponent <NumericComponent>().NumericDic)
                    {
                        unitInfo.UnitNumerics.Add(new UnitNumeric()
                        {
                            Type  = v.Key,
                            Value = v.Value
                        });
                    }

                    createUnits.Units.Add(unitInfo);
                }
                MessageHelper.Broadcast(createUnits);


                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }