网上演练
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2.8 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using AX.Network.Protocols;
using UnityEngine;
using AX.Serialization;
using UnityEngine.AI;
/// <summary>
/// 被困人员。伤员血量同步
/// </summary>
public class HAEMAL_BLOOD_SYNC : NetworkMessageBehaviour
{
protected override void Execute(BinaryMessage message)
{
InputHistory.Instance.RegisterInputHistory(message);
var info = message.Body.Deserialize<HaemalSyncData>();
// var sender = info.SendUserID;
if (InputManager.Instance)
{
if (CurrentUserInfo.mySelf.Id != info.SendUserID)
{
if (info.gameObjID == GetComponent<BaseGameObjInfo>().gameObjID)
{
GetComponent<BaseHaemalController>().Haemal = info.Haemal;
if (GetComponent<TrappedMoveFree>())
{
GetComponent<TrappedMoveFree>().Haemal = info.Haemal;
if (info.FallDown)
{
if (GetComponent<TrappedPathFind>())
{
GetComponent<TrappedMoveFree>().CancelInvoke();
GetComponent<TrappedPathFind>().StopAllCoroutines();
GetComponent<Animator>().SetFloat("Speed", 0);
GetComponent<Animator>().SetBool("FallDown", true);
GetComponent<TrappedMoveFree>().movestate = MoveState.FALLDOWN;
GetComponent<TrappedPathFind>().pathFindEnable = false;
GetComponent<NavMeshAgent>().SetDestination(transform.position);
GetComponent<TrappedMoveFree>().targetPosition = transform.position;
// GetComponent<NavMeshAgent>().enabled = false;
//GetComponent<CapsuleCollider>().center = new Vector3(0f, 0.2f, 0f);
// GetComponent<CapsuleCollider>().direction = 0;
//if (GetComponent<CapsuleCollider>().enabled)
//{
// GetComponent<TrappedMoveFree>().FallDown();
// //GetComponent<CapsuleCollider>().enabled = false;
// //GetComponent<BoxCollider>().enabled = true;
// //transform.Find("Trigger").GetComponent<BoxCollider>().center = GetComponent<BoxCollider>().center;
//}
}
}
}
}
}
};
}
}