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调成场景,灾情库加载不同步旋转信息问题修改,选中物体后切层后其他克隆物体不隐藏问题修改

develop
曹衍涛 3 years ago
parent
commit
d0d13d07a8
  1. 98
      Assets/HeAnNingChunCheng/Prefab/SceneAll.prefab
  2. 18
      Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs
  3. 260
      Assets/Scenes/DongYouLiQing.unity
  4. 112
      Assets/Scripts/Common/DisasterLibrary/DisasterLoad.cs
  5. 4
      Assets/Scripts/Common/GameObjectCtrl/ObjRotate.cs
  6. 3
      Assets/Scripts/Common/NetworkSystem/NetWorkSync/OBJ_ROTATE_SYNC.cs

98
Assets/HeAnNingChunCheng/Prefab/SceneAll.prefab

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18
Assets/MscPublic/Assets/Scripts/MainScene/FloorControlModule/UIFloor.cs

@ -96,7 +96,12 @@ public class UIFloor : BaseToggle
}
foreach (var item in floorsPanelManager.AllWai)
{
item.gameObject.SetActive(true);
Renderer[] renderers = item.GetComponentsInChildren<Renderer>();
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].enabled = true;
}
//item.gameObject.SetActive(true);
}
ShowCloneObj();
}
@ -109,7 +114,12 @@ public class UIFloor : BaseToggle
{
if (item.buildNum == data.buildNum && item.floorNum > data.floorNum && Mathf.Abs(item.floorNum) > 0)
{
item.gameObject.SetActive(false);
Renderer[] renderers = item.GetComponentsInChildren<Renderer>();
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].enabled = false;
}
//item.gameObject.SetActive(false);
}
}
@ -139,7 +149,7 @@ public class UIFloor : BaseToggle
}
if (MyTarget != null/* && floorNum == 0*/)//镜头拉近
{
cameraManager.SetCameraView(MyTarget.position, FollowCameraDistance,-110,52);
cameraManager.SetCameraView(MyTarget.position, FollowCameraDistance,50,52);
}
//if (RecordData.isRecording())
//{
@ -206,7 +216,7 @@ public class UIFloor : BaseToggle
{
if (objs[i].gameObject == SelectedObjs.selectedObj || SelectedObjs.selectedCharacters.Contains( objs[i].gameObject))
{
break;
continue;
}
//if (string.IsNullOrEmpty(objs[i].buildNum))
//{//克隆在地面上的物体

260
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propertyPath: buildNum
value: 2HANCC
@ -360171,10 +360336,42 @@ PrefabInstance:
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112
Assets/Scripts/Common/DisasterLibrary/DisasterLoad.cs

@ -269,6 +269,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
obj.GetComponent<SmokeCtrl>().smokeAttribute = SmokeDisaster.smokeAttribute;
@ -328,6 +339,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
@ -496,6 +518,17 @@ public class DisasterLoad : MonoBehaviour
NetworkManager.Default.SendAsync("SET_LIQUIP_HIDE_SYNC", obj.GetComponent<BaseGameObjInfo>().gameObjID);
}
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var argrotate = new ObjRotateSyncData();
argrotate.SendUserID = CurrentUserInfo.mySelf.Id;
argrotate.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
argrotate.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
argrotate.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
}
@ -545,6 +578,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.UserID = cloneGameObjInfo.UserID;
clonesync.HitObjID = Leak1Disaster.OilTankId;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
@ -603,6 +647,17 @@ public class DisasterLoad : MonoBehaviour
arg.gameObjID = cloneGameObjInfo.gameObjID;
arg.Level = Leak2Disaster.level;
NetworkManager.Default.SendAsync("SET_LEAK2_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var argrotate = new ObjRotateSyncData();
argrotate.SendUserID = CurrentUserInfo.mySelf.Id;
argrotate.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
argrotate.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
argrotate.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
}
@ -650,6 +705,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
}
@ -696,6 +762,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
}
@ -742,6 +819,17 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
@ -788,6 +876,16 @@ public class DisasterLoad : MonoBehaviour
clonesync.gameObjType = cloneGameObjInfo.gameObjType;
clonesync.UserID = cloneGameObjInfo.UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if (obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
@ -866,8 +964,20 @@ public class DisasterLoad : MonoBehaviour
data.SendUserID = CurrentUserInfo.mySelf.Id;
NetworkManager.Default.SendAsync("FORCIBLE_SCALE_SYNC", data);
}
//旋转同步,加载灾情导掉足同步克隆只同步了位置,没有同步旋转,所以要在同步一遍旋转
if(obj.GetComponent<OBJ_ROTATE_SYNC>())
{
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = obj.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = obj.transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
}
}
}
}

4
Assets/Scripts/Common/GameObjectCtrl/ObjRotate.cs

@ -54,7 +54,7 @@ public class ObjRotate : MonoBehaviour {
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = new Vector3(0, -Time.deltaTime * rotateSpeed, 0);
arg.rotate = transform.rotation.eulerAngles;//new Vector3(0, -Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}
@ -73,7 +73,7 @@ public class ObjRotate : MonoBehaviour {
var arg = new ObjRotateSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
arg.rotate = new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.rotate = transform.rotation.eulerAngles;//new Vector3(0, Time.deltaTime * rotateSpeed, 0);
arg.space = Space.World;
NetworkManager.Default.SendAsync("OBJ_ROTATE_SYNC", arg);
}

3
Assets/Scripts/Common/NetworkSystem/NetWorkSync/OBJ_ROTATE_SYNC.cs

@ -21,7 +21,8 @@ public class OBJ_ROTATE_SYNC : NetworkMessageBehaviour
{
if (GetComponent<BaseGameObjInfo>().gameObjID==info.gameObjID)
{
transform.Rotate(info.rotate.x,info.rotate.y,info.rotate.z,info.space);
//transform.Rotate(info.rotate.x,info.rotate.y,info.rotate.z,info.space);
transform.eulerAngles = info.rotate;
}
}
}

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