网演高层钦州
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using AX.InputSystem;
using AX.MessageSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AX.NetworkSystem;
public class SafeAreaMessage : MonoBehaviour {
public float sideLength = 20;//安全区边长
private bool flag;
public int hasWounderNum=0;
public int HasWounderNum
{
get
{
return hasWounderNum;
}
set
{
hasWounderNum = value;
SafeAreaWounderNumSyncData arg = new SafeAreaWounderNumSyncData();
arg.SendUserID = CurrentUserInfo.mySelf.Id;
arg.gameObjID = GetComponent<BaseGameObjInfo>().gameObjID;
arg.HasSaveNum = value;
NetworkManager.Default.SendAsync("SAVEAREA_WOUNDER_NUM_SYNC",arg);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (!CurrentUserInfo.generalCommanding)
{//如果从总指挥变为不是总指挥,取消之前安全区的选中,防止还能拖动,删除,旋转安全区
if (!flag)
{
MessageDispatcher.SendMessage("CANCEL_SELECTED_COMMAND", new CmdArgs());
flag = true;
}
}
else
{
flag = false;
}
}
/// <summary>
/// 根据已经营救伤员数量或者偏移量
/// </summary>
/// <param name="num"></param>
/// <returns></returns>
public Vector3 GetoffestPos(int num)
{
Vector3 pos = Vector3.zero;
if (num > 49 || num < 0)
{
pos = Vector3.zero;
}
else
{
int tens = Mathf.FloorToInt(num/10);
int units = num - tens;
//z与行数线性相关
float z = 2 * tens - 4f;
float x = (-1) * units + 4.5f;
pos = new Vector3(2*x,0.25f,2*z);
}
return pos;
}
}