using AX.InputSystem; using AX.NetworkSystem; using System.Collections; using System.Collections.Generic; using System.Reflection; using UnityEngine; public class SkillManager : Singleton { /// /// 举臂技能 /// /// 施放技能的对象 /// 举臂地点 public void LiftArm(GameObject go, Vector3 pos) { long id = go.GetComponent().GameObjID; SkillArgs skillArgs = new SkillArgs(); skillArgs.GameObjectID = id; skillArgs.Pos = pos; ArmLiftingCommand.Instance.Execute(skillArgs.GameObjectID, skillArgs); //同步数据 SkillSyncData skillData = new SkillSyncData() { GameObjectID = id, Position = pos, Cmd = SkillSyncData.CmdType.LiftArm }; NetworkManager.Default.SendAsync("CAR_SKILL_SYNC", skillData); } /// /// 下车技能 /// /// 施放技能的对象 public void GetOff(GameObject go) { long id = go.GetComponent().GameObjID; SkillArgs skillArgs = new SkillArgs(); skillArgs.GameObjectID = id; GetOffCommand.Instance.Execute(skillArgs.GameObjectID, skillArgs); } /// /// 举臂复位技能 /// /// 施放技能的对象 public void ArmReset(GameObject go,bool isfixed) { long id = go.GetComponent().GameObjID; SkillArgs skillArgs = new SkillArgs(); skillArgs.GameObjectID = id; ArmResetCommand.Instance.Execute(skillArgs.GameObjectID, skillArgs); //同步数据 SkillSyncData skillData = new SkillSyncData() { IsFixedSupport=isfixed, GameObjectID = id, Cmd = SkillSyncData.CmdType.ArmReset }; NetworkManager.Default.SendAsync("CAR_SKILL_SYNC", skillData); } /// /// 固定支架技能 /// /// 施放技能的对象 public void Fixation(GameObject go,bool isfixed) { long id = go.GetComponent().GameObjID; SkillArgs skillArgs = new SkillArgs(); skillArgs.GameObjectID = id; FixationCommand.Instance.Execute(skillArgs.GameObjectID, skillArgs); //同步数据 SkillSyncData skillData = new SkillSyncData() { IsFixedSupport=isfixed, GameObjectID = id, Cmd = SkillSyncData.CmdType.Fixation }; NetworkManager.Default.SendAsync("CAR_SKILL_SYNC", skillData); } }