广播NPC位置,让NPC移动,更改玩家模型,写了个假的返回值

This commit is contained in:
huyulong 2024-11-30 16:52:33 +08:00
parent ed1187fa11
commit 5662f186af
7 changed files with 498 additions and 27 deletions

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@ -59,7 +59,7 @@ public class Skill_Pick : MonoBehaviour
itemCollider.enabled = false;
// 将物品设置为玩家手部的子对象,并调整其位置和旋转
item.transform.SetParent(rightHand, false); // false表示保持物品的世界旋转和位置
item.transform.SetParent(rightHand, true); // false表示保持物品的世界旋转和位置
item.transform.localPosition = relativePosition; // 假设玩家手中有一个默认的持物位置
item.transform.localRotation = Quaternion.Euler(relativeRotation); // 重置旋转

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@ -21,12 +21,12 @@ public class RecuseNpc : MonoBehaviour
public Npcstate nstate = Npcstate.dead;
private bool movebool = false;
private Transform target;
public Transform target;
private void Awake()
{
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
anim = this.GetComponent<Animator>();
target = GameObject.Find("mubiao").GetComponent<Transform>();
}
private void OnTriggerEnter(Collider other)//通过触发器得到对应的救援组人员标签是否显现出UI
@ -53,7 +53,7 @@ public class RecuseNpc : MonoBehaviour
private void Update()
{
if (Vector3.Distance(transform.position,target.position) < 1.3f && movebool)//判断人物被救援后移动到目标位置
if (Vector3.Distance(transform.position,target.position) < 1.3f && movebool && target.transform.position != null)//判断人物被救援后移动到目标位置
{
Debug.Log("到达目标点");
nstate = Npcstate.idle;

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@ -271,14 +271,14 @@ public class test : MonoBehaviour
// Start is called before the first frame update
void Start()
async void Start()
{
//loging();
wEBScriptListener.ConcatWEBSocket();
wEBScriptListener.OnCallback += callback;
if (wEBScriptListener != null)
{
lodingWebSocket();
//lodingWebSocket();
//JoinRoom();
//Heartbeat();
//BroadcastMessage();
@ -290,6 +290,65 @@ public class test : MonoBehaviour
//Location();
}
int index = 0;
while (true)
{
index++;
NpcData moveData = new NpcData();
moveData.X = index;
moveData.Y = 1;
moveData.Z = 1;
MoveResponse data = new MoveResponse();
data.MoveData.Add(moveData);
WSResponse ws = new WSResponse();
ws.MessageType = "move.Location";
ws.Data = ByteString.CopyFrom(data.ToByteArray());
callback(ProtoBufffer.Serialize(ws));
//PlayerJoinResponse pj = new PlayerJoinResponse();
//pj.UserName = "abc";
//pj.RoomId = "2";
//pj.Status = 0;
//pj.RoleName = "ABC";
//pj.IsLeadingNPC = 5;
//pj.Online = true;
//pj.RoleId = 7;
//pj.GroupLeader = 0;
//pj.ActionMode = 2;
//pj.Group = -1;
//pj.X = 11;
//pj.Y = 12;
//pj.Z = 13;
//pj.OverseeCond = "14";
//pj.SendFrameCount = 15;
//pj.MoveSpeedFirst = 16;
//pj.MoveSpeedSecond = 17;
//pj.MoveSpeedThird = 18;
//pj.BearLoad = 19;
//pj.Protection = 20;
//pj.Health = 21;
//pj.RoleStatus = 22;
//pj.UserId = 23;
//JoinRoomResponse data = new JoinRoomResponse();
//data.Data = pj;
//WSResponse ws = new WSResponse();
//ws.MessageType = "hall.JoinRoom";
//ws.Data = ByteString.CopyFrom(data.ToByteArray());
//callback(ProtoBufffer.Serialize(ws));
await Task.Delay(1000);
}
}
void callback(byte[] data)
@ -321,6 +380,9 @@ public class test : MonoBehaviour
Debug.Log("玩家昵称:" + userJoinResponse.NickName + ",房间:" + userJoinResponse.RoomId.ToString() + ",用户角色"+ userJoinResponse.RoleName);
Debug.Log(userJoinResponse.IncidentPosition);
Debug.Log(userJoinResponse);
break;
//
@ -345,10 +407,18 @@ public class test : MonoBehaviour
Debug.Log("PropId:" + stopuseProp);
break;
case "move.Location":
Debug.Log("move.Location接受到了");
MoveResponse moveResponse = ProtoBufffer.DeSerialize<MoveResponse>(bytes);
Debug.Log(moveResponse.MoveData);
NpcData npcData = new NpcData();
npcData = moveResponse.MoveData[0];
RecuseNpc rn = GetComponent<RecuseNpc>();
float x = npcData.X;
float y = npcData.Y;
float z = npcData.Z;
rn.target.transform.position = new Vector3(x,y,z);
break;