Merge branch 'develop' into feature/elseplayer
# Conflicts: # Assets/NetworkLib/Debug/netstandard2.1/CSNetwork.dll # Assets/PerfectWorld/Scripts/Network/EC_ManMessageMono.cs # Assets/Scripts/CECHostPlayer.cs # Assets/Scripts/GameController.cs
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@@ -16,6 +16,7 @@ namespace PerfectWorld.Scripts.Managers
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{
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namespace BrewMonster.Managers
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{
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[Serializable]
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public class EC_ManPlayer : IMsgHandler
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{
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Dictionary<int, int> m_UkPlayerTab = new Dictionary<int, int>();
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@@ -24,9 +25,11 @@ namespace PerfectWorld.Scripts.Managers
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public int HandlerId => (int)MANAGER_INDEX.MAN_PLAYER;
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public bool ProcessMessage(ECMSG Msg)
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{
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Debug.LogWarning("HoangDev : EC_ManPlayerProcessMessage");
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if (Msg.iSubID == 0)
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{
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Debug.LogWarning("HoangDev : EC_ManPlayerEC_ManPlayerEC_ManPlayer");
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GameController.Instance.GetHostPlayer().ProcessMessage(Msg);
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}
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else if (Msg.iSubID < 0)
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{
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@@ -58,6 +61,7 @@ namespace PerfectWorld.Scripts.Managers
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public void OnMsgPlayerInfo(ECMSG Msg)
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{
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Debug.LogWarning("OnMsgPlayerInfo ");
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int iHostID = Convert.ToInt32(Msg.dwParam3);
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int lenghtByte = Marshal.SizeOf<int>();
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byte[] byteArray = new byte[lenghtByte];
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@@ -110,6 +114,7 @@ namespace PerfectWorld.Scripts.Managers
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{
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bool isDoneWorldRender = false;
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bool isDoneNPCRender = false;
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Debug.Log("HostPlayerInfo1HostPlayerInfo1");
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Action actLoadChar = () =>
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{
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if(!isDoneNPCRender || !isDoneWorldRender)
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@@ -119,13 +124,18 @@ namespace PerfectWorld.Scripts.Managers
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GameController.Instance.InitCharacter(info);
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};
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string nameScene = "NPCRender";
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UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Single, (value) =>
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/* UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Single, (value) =>
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{
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isDoneNPCRender = value;
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actLoadChar?.Invoke();
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});
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nameScene = "WorldRender";
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UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Additive, (value) =>
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UnityGameSession.Instance.LoadScene(nameScene, LoadSceneMode.Additive, (value) =>
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{
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isDoneWorldRender = value;
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actLoadChar?.Invoke();
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});*/
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UnityGameSession.Instance.LoadScene("HoangTest", LoadSceneMode.Single, (value) =>
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{
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isDoneWorldRender = value;
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actLoadChar?.Invoke();
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