/// <summary> /// 怪物统一使用 Rigidbody 控制 /// 子弹型刚体 /// </summary> private void SendMoveCmd() { if (!curInfo.HasX) { return; } var dir = (int)transform.localRotation.eulerAngles.y; var meAttr = gameObject.GetComponent <NpcAttribute>(); var serverPos = NetworkUtil.FloatPos(curInfo.X, curInfo.Y, curInfo.Z); var cmd = new MoveCMD(); cmd.targetPos = serverPos; cmd.dir = curInfo.Dir; //cmd.speed = Util.NetToGameNum(curInfo.Speed); GetComponent <LogicCommand>().PushCommand(cmd); }
/// <summary> /// 移动命令执行的时间长度 /// 服务器发送当前位置 以一定速度 向某个方向移动 的命令 /// </summary> /// <param name="cmd"></param> private void RunMoveCmd(MoveCMD cmd) { cmd.CalRunTime(transform.position, attribute); mvController.MoveTo(cmd); aiBase.GetAI().OnCommand(cmd); }