private bool DidReceiveGeneratorNPC(int wHandleCode, byte[] wByteBuffer, int wDataSize) { int dataLen = wByteBuffer.Length; if (dataLen < wDataSize) { Debug.LogError("Generator NPC data Error!!"); return(false); } CMD_SC_NPC_GENERATOR npcGenerator = GameConvert.ByteToStruct <CMD_SC_NPC_GENERATOR>(wByteBuffer, wByteBuffer.Length); // Debug.Log("****************************************"); // Debug.Log("NPC_GENERATOR_ServerTime==========="+npcGenerator.gsServerTime); // Debug.Log("NPC_GENERATOR_ServerId============="+npcGenerator.gsServerId); // Debug.Log("NPC_GENERATOR_ActorId=============="+npcGenerator.gsActorId); // Debug.Log("NPC_GENERATOR_NavigId=============="+npcGenerator.gsNavigId); // Debug.Log("NPC_GENERATOR_NavigRot============="+npcGenerator.gsNavigRot); // Debug.Log("NPC_GENERATOR_Z===================="+npcGenerator.gsZ); // Debug.Log("NPC_GENERATOR_Y===================="+npcGenerator.gsY); // Debug.Log("****************************************"); if (onReceiveGeneratorNPCEvent != null) { onReceiveGeneratorNPCEvent(npcGenerator); } return(true); }
public void S_C_NPC_Generator(CMD_SC_NPC_GENERATOR _npcGen) { // 通过名字获取路径. string _npcName = IdMap.GetIdMapInfo(_npcGen.gsActorId); NavigParam _np = NavigationMap.GetActorNavigation(_npcGen.gsNavigId); Vector3 [] _pathNodes = _np.path.ToArray(); // 把路径适配到本地设备. _pathNodes = Utility.TransformPosZ2X(_pathNodes); // 路径时间. float _timeLength = _np.timeLength; PathCtrl.Instance.S_C_NPC_Generator(_npcGen.gsServerTime, _npcGen.gsServerId, _npcName, _pathNodes, _timeLength, _npcGen.gsNavigRot, _npcGen.gsZ, _npcGen.gsY); }