网上演练贵港万达广场(人员密集)
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using System;
using System.Collections;
using System.Collections.Generic;
using AX.MessageSystem;
using UnityEngine;
using AX.InputSystem;
using AX.NetworkSystem;
/// <summary>
/// 蔓延出来的火的克隆
/// </summary>
[DisallowMultipleComponent]
public class CloneSpreadedFire : MonoBehaviour
{
public GameObject clonePrefab;//绑定的预制体
public CloneObjType cloneObjType;//克隆类型
public virtual void OnEnable()
{
MessageDispatcher.AddListener("CLONE_SPREADEDFIRE_COMMAND", Execute);
}
public virtual void OnDisable()
{
MessageDispatcher.RemoveListener("CLONE_SPREADEDFIRE_COMMAND", Execute);
}
public virtual void OnDestroy()
{
MessageDispatcher.RemoveListener("CLONE_SPREADEDFIRE_COMMAND", Execute);
}
[SerializeField]
[Tooltip("距离地面距离")]
protected float Height = 0;
public void Execute(IMessage obj)
{
var gameObjID = (long)obj.Sender;
var data = ((CloneSpreadFireCmdArgs)obj.Data);
if (data.cloneObjType == cloneObjType)
{
var hitPoint = data.hitPos;
Vector3 clonedObjPos = new Vector3(hitPoint.x, hitPoint.y + Height, hitPoint.z);
var clonedObj = EntitiesManager.Instance.CreateObj(clonePrefab, clonedObjPos, transform, gameObjID);
clonedObj.name = CloneObjNameTool.Instance().GetCloneObjectName(cloneObjType);
SelectedObjs.gameObjs.Add(clonedObj);
//设置克隆物体所在楼层属性,属性从点击的对象上获取
CloneGameObjInfo cloneObjInfo = clonedObj.GetComponent<CloneGameObjInfo>();
cloneObjInfo.gameObjType = cloneObjType;
cloneObjInfo.UserID = CurrentUserInfo.mySelf.Id;
cloneObjInfo.buildNum = data.parentFireBuildNum;
cloneObjInfo.floorNum = data.parentFireFloorNum;
cloneObjInfo.interlayerNum = data.parentFireInterlayerNum;
clonedObj.GetComponent<SpreadedFireCtrl>().fireGameObjID = data.parentFireGameObjID;
//蔓延火同步,灾情库模式不同步
if (GameSettings.othersSettings.mode!=Mode.DisasterManagement)
{
CloneDisasterSyncData clonesync = new CloneDisasterSyncData();
clonesync.ClonePosition = clonedObjPos;
clonesync.SendUserID = CurrentUserInfo.mySelf.Id;
clonesync.name = clonedObj.name;
clonesync.floorNum = data.parentFireFloorNum;
clonesync.buildNum = data.parentFireBuildNum;
clonesync.interlayerNum = data.parentFireInterlayerNum;
clonesync.gameObjID = clonedObj.GetComponent<BaseGameObjInfo>().gameObjID;
clonesync.gameObjType = clonedObj.GetComponent<BaseGameObjInfo>().gameObjType;
clonesync.UserID = clonedObj.GetComponent<BaseGameObjInfo>().UserID;
NetworkManager.Default.SendAsync("CLONE_SINGLE_DISASTER_SYNC", clonesync);
}
}
}
}