Merge branch 'develop' of https://git.pthub.vn/Unity/perfect-world-unity into fix-ui
This commit is contained in:
@@ -9,6 +9,7 @@ using System.Threading.Tasks;
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using BrewMonster.Scripts.Chat;
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using System.Collections.Generic;
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using UnityEngine;
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using BrewMonster.Scripts.Skills;
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public class CECNPC : CECObject
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{
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[SerializeField] protected INFO m_NPCInfo;
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@@ -44,6 +45,14 @@ public class CECNPC : CECObject
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protected CECNPCModelPolicy m_pNPCModelPolicy;
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protected CECPolicyAction m_pPolicyAction;
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public int m_iMMIndex;
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// [中文] 上次从服务器收到的完整扩展状态位图(用于 SetNewExtendStates 中的 Array.Copy)
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// [English] Last full extended-state bitmask received from server (copied in SetNewExtendStates)
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protected uint[] m_aExtStates = new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT];
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// [中文] 当前已显示的扩展状态位图(与新数据做差分,控制 GFX 增删)
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// [English] Currently displayed extended-state bitmask (diffed against new data to add/remove GFX)
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protected uint[] m_aExtStatesShown = new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT];
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public int m_idAttackTarget;
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/// <summary>Buff/debuff icon states from server (ICON_STATE_NOTIFY). Same role as CECPlayer.m_aIconStates.</summary>
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public List<IconState> m_aIconStates = new List<IconState>();
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@@ -137,7 +146,7 @@ public class CECNPC : CECObject
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var ext = new uint[ojexitStateCount];
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if ((info.state & PlayerNPCState.GP_STATE_EXTEND_PROPERTY) != 0)
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r.ReadInto(ext);
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//SetNewExtendStates(0, ext, ojexitStateCount );
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SetNewExtendStates(0, ext, (int)ojexitStateCount);
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// PET
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m_idMaster = 0;
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@@ -234,6 +243,12 @@ public class CECNPC : CECObject
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});
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}
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}
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else if (Convert.ToInt32(Msg.dwParam2) == CommandID.UPDATE_EXT_STATE)
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{
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cmd_update_ext_state pCmd = GPDataTypeHelper.FromBytes<cmd_update_ext_state>((byte[])Msg.dwParam1);
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if (pCmd.id == m_NPCInfo.nid)
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SetNewExtendStates(0, pCmd.states, (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT);
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}
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// UPDATE_EXT_STATE for NPC is handled separately from icon strip; extend if NPC state GFX is ported.
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}
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@@ -243,6 +258,91 @@ public class CECNPC : CECObject
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//m_pNPCModelPolicy.PlayGfx(res_GFXFile(RES_GFX_LEVELUP), NULL);
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}
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// [中文] 处理服务器发来的扩展状态更新消息,驱动状态 GFX 的添加与移除
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// [English] Handle server ext-state update message — drives state GFX add/remove
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// [中文] 更新扩展状态并刷新 GFX 显示
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// [English] Update the ext-state arrays and refresh GFX display
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public void SetNewExtendStates(int start, uint[] pData, int count)
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{
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if (pData == null || start + count > (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT)
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return;
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ShowExtendStates(start, pData, count);
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Array.Copy(pData, 0, m_aExtStates, start, count);
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}
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// [中文] 清除所有已显示的状态效果 GFX(传入全零位图触发全量移除)
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// [English] Clear all currently displayed state-effect GFX (pass all-zero bitmap to remove everything)
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private void ClearShowExtendStates()
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{
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ShowExtendStates(0, new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT],
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(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT, true);
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}
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// [中文] 对比旧位图与新位图,逐位差分,新增或移除对应状态效果 GFX
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// [English] Diff old vs new bitmask bit-by-bit and add/remove state-effect GFX accordingly
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private void ShowExtendStates(int start, uint[] pData, int count, bool bIgnoreOptimize = false)
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{
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if (pData == null || start + count > (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT)
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return;
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// [中文] 模型必须已加载才能挂载 GFX
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// [English] Model must be loaded before GFX can be attached
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if (!m_pNPCModelPolicy.IsModelLoaded())
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return;
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// [中文] 策划联入\状态效果\ —— 状态效果 GFX 的基础路径(与 C++ 保持一致)
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// [English] Designer-linked state-effect GFX base path (matches C++)
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const string szBasePath = "gfx/策划联入/状态效果/";
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const int bitSize = sizeof(uint) * 8;
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for (int index = 0; index < count; index++)
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{
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int idState = index + start;
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for (int i = 0; i < bitSize; i++)
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{
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uint dwMask = 1u << i;
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uint dwFlag1 = m_aExtStatesShown[idState] & dwMask; // currently shown
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uint dwFlag2 = pData[index] & dwMask; // incoming
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// [中文] 两者相同(都激活或都未激活),无需处理
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// [English] Both unchanged — nothing to do
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if ((dwFlag1 == 0 && dwFlag2 == 0) || (dwFlag1 != 0 && dwFlag2 != 0))
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continue;
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// [中文] 查询可见状态定义(NPC 固定使用 profession 127)
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// [English] Query visible state definition (NPCs always use profession 127)
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VisibleState pvs = GNET.QueryVisibleState(127, i + idState * bitSize);
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if (pvs == null)
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continue;
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string strEffect = pvs.GetEffect();
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if (string.IsNullOrEmpty(strEffect))
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continue;
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string strGFXFile = szBasePath + strEffect;
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if (dwFlag1 != 0)
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{
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// [中文] 移除旧状态效果 GFX
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// [English] Remove old state GFX
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m_pNPCModelPolicy.RemoveGfx(strGFXFile, "HH_头顶" /*pvs.GetHH()*/);
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}
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else
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{
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// [中文] 添加新状态效果 GFX
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// [English] Add new state GFX
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BMLogger.Log($"[HoangDev NPC StateGFX] Playing: {strGFXFile}, hook: {pvs.GetHH()}");
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m_pNPCModelPolicy.PlayGfx(strGFXFile,"HH_头顶" /*pvs.GetHH()*/);
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}
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}
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}
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Array.Copy(pData, 0, m_aExtStatesShown, start, count);
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}
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private void OnMsgNPCInvisible(ECMSG Msg)
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{
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cmd_object_invisible pCmd = GPDataTypeHelper.FromBytes<cmd_object_invisible>((byte[])Msg.dwParam1);
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@@ -683,6 +783,10 @@ public class CECNPC : CECObject
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::memset(m_aExtStates, 0, sizeof(m_aExtStates));
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m_aIconStates.clear();*/
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m_aIconStates?.Clear();
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// [中文] 模型释放前先移除所有状态效果 GFX,并重置位图
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// [English] Remove all state-effect GFX and reset bitmasks before the model is released
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ClearShowExtendStates();
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Array.Clear(m_aExtStates, 0, m_aExtStates.Length);
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m_pNPCModelPolicy = null;
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PoolManager.Instance.Despawn(m_modelVisual);
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@@ -1025,7 +1129,7 @@ public class CECNPC : CECObject
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{
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return;
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}
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try
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{
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szModelFile = AFile.NormalizePath(szModelFile.ToLower(), true);
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@@ -1,6 +1,10 @@
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using BrewMonster;
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using BrewMonster.Managers;
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using CSNetwork.GPDataType;
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using CSNetwork.Protocols;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using BrewMonster.Scripts;
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using UnityEngine;
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public class CECNPCModelDefaultPolicy
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@@ -12,6 +16,14 @@ public class CECNPCModelDefaultPolicy
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A3DAABB m_CHAABB; // AABB Updated with m_ppBrushes
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// number of brush object used in collision
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// [中文] 状态效果 GFX 对象缓存,键为 (路径 + 挂点名)
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// [English] Active state-effect GFX objects, keyed by (path + hook name)
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private Dictionary<string, GameObject> _stateGfxObjects = new Dictionary<string, GameObject>();
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// [中文] 挂点 Transform 缓存,键为挂点名称
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// [English] Hook transform cache, keyed by bone name
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private Dictionary<string, Transform> _hookCache = new Dictionary<string, Transform>();
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public CECNPCModelDefaultPolicy(CECNPC pNPC)
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{
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m_pNPCModel = new CECModel();
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@@ -73,7 +85,7 @@ public class CECNPCModelDefaultPolicy
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// m_CHAABB ¸ù¾Ý͹°üÉϵĶ¥µãλÖÃÀ´¼ÆËã°üΧºÐ£¬¸ü׼ȷ²¢Óë͹°ü¼ì²â±£³ÖÒ»ÖÂ
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// ²»ÄÜʹÓà GetPos() À´µ÷Õû m_CHAABB ºó×÷Ϊ¼ÆËã½á¹û·µ»Ø
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//aabb.Center = GetPos() + A3DVECTOR3(0.0f, m_CHAABB.Extents.y, 0.0f);
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//aabb.CompleteMinsMaxs();
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//aabb.CompleteMinsMaxs();
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bRet = true;
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}
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return bRet;
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@@ -199,10 +211,107 @@ public class CECNPCModelDefaultPolicy
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public override void SetNpcVisual(NPCVisual npcVisual)
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{
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_npcVisual = npcVisual;
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// [中文] 模型重新加载时清除挂点缓存
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// [English] Clear hook cache when the NPC model is reloaded
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_hookCache.Clear();
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}
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public override void SetDefaultPickAABBExt(A3DVECTOR3 vExt)
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{
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}
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// -----------------------------------------------------------------------
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// IsModelLoaded / PlayGfx / RemoveGfx
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// -----------------------------------------------------------------------
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// [中文] 判断 NPC 模型是否已加载并激活(作为状态 GFX 的前置守卫)
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// [English] Returns true when the NPC model is present and the game object is active
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public override bool IsModelLoaded()
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{
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return m_pNPCModel != null && m_pNPC != null && m_pNPC.gameObject.activeInHierarchy;
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}
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// [中文] 异步加载并挂载状态效果 GFX 到指定挂点;以 (路径+挂点) 为键去重
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// [English] Async-load and attach a state-effect GFX to the given hook; deduplicated by (path+hook)
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public override async void PlayGfx(string szPath, string szHook)
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{
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if (string.IsNullOrEmpty(szPath)) return;
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string key = szPath + szHook;
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if (_stateGfxObjects.ContainsKey(key)) return;
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GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(szPath);
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if (prefab == null)
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{
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BMLogger.LogWarning($"[NPC GFX] Failed to load prefab: {szPath}");
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return;
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}
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// [中文] 检查 NPC 是否仍然存在(异步加载期间可能被销毁)
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// [English] Guard against the NPC being destroyed during async load
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if (m_pNPC == null) return;
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// [中文] 查找挂点,找不到则回退到 NPC 根节点
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// [English] Locate hook bone; fall back to NPC root if not found
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Transform parent = FindHookTransform(szHook) ?? m_pNPC.transform;
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GameObject vfx = Object.Instantiate(prefab, parent);
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if (vfx == null) return;
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vfx.transform.localPosition = Vector3.zero;
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vfx.transform.localRotation = Quaternion.Euler(-180f, -90f, 90f);
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_stateGfxObjects[key] = vfx;
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BMLogger.Log($"[NPC GFX] Playing: {szPath}, hook: {szHook}");
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}
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// [中文] 销毁并移除指定状态效果 GFX
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// [English] Destroy and untrack a state-effect GFX
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public override void RemoveGfx(string szPath, string szHook)
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{
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string key = szPath + szHook;
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if (_stateGfxObjects.TryGetValue(key, out GameObject vfx) && vfx != null)
|
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{
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Object.Destroy(vfx);
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_stateGfxObjects.Remove(key);
|
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}
|
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}
|
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|
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// -----------------------------------------------------------------------
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// Hook lookup — child-name traversal (no SkeletonBuilder on NPC)
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// 挂点查找 —— 遍历子节点名称(NPC 无 SkeletonBuilder)
|
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// -----------------------------------------------------------------------
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// [中文] 在 NPC GameObject 的子节点中按名称递归查找挂点,结果缓存以提升性能
|
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// [English] Recursively find a child transform by name under the NPC; results are cached
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private Transform FindHookTransform(string hookName)
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{
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if (string.IsNullOrEmpty(hookName)) return null;
|
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|
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if (_hookCache.TryGetValue(hookName, out Transform cached) && cached != null)
|
||||
return cached;
|
||||
|
||||
Transform root = m_pNPC?.transform;
|
||||
if (root == null) return null;
|
||||
|
||||
Transform found = FindChildByName(root, hookName);
|
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if (found != null)
|
||||
_hookCache[hookName] = found;
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
// [中文] 深度优先递归遍历子节点,按名称查找
|
||||
// [English] Depth-first recursive child search by name
|
||||
private static Transform FindChildByName(Transform parent, string name)
|
||||
{
|
||||
foreach (Transform child in parent)
|
||||
{
|
||||
if (child.name == name) return child;
|
||||
Transform found = FindChildByName(child, name);
|
||||
if (found != null) return found;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,5 +16,17 @@ namespace BrewMonster
|
||||
public abstract bool GetCHAABB(ref A3DAABB ab);
|
||||
public abstract void StopChannelAction();
|
||||
public abstract void SetDefaultPickAABBExt(CSNetwork.GPDataType.A3DVECTOR3 vExt);
|
||||
|
||||
// [中文] 模型是否已加载完毕(用于状态效果 GFX 的显示守卫)
|
||||
// [English] Whether the NPC model is loaded (guard for state-effect GFX display)
|
||||
public abstract bool IsModelLoaded();
|
||||
|
||||
// [中文] 在 NPC 模型挂点上播放状态效果 GFX
|
||||
// [English] Play a state-effect GFX on the NPC model at the given hook
|
||||
public abstract void PlayGfx(string szPath, string szHook);
|
||||
|
||||
// [中文] 移除 NPC 模型上的状态效果 GFX
|
||||
// [English] Remove a state-effect GFX from the NPC model
|
||||
public abstract void RemoveGfx(string szPath, string szHook);
|
||||
}
|
||||
}
|
||||
@@ -1546,6 +1546,11 @@ namespace CSNetwork
|
||||
|
||||
break;
|
||||
}
|
||||
case CommandID.HOST_NOTIFY_ROOT:
|
||||
case CommandID.HOST_DISPEL_ROOT:
|
||||
|
||||
EC_ManMessage.PostMessage(EC_MsgDef.MSG_HST_ROOTNOTIFY, MANAGER_INDEX.MAN_PLAYER, 0, pDataBuf, pCmdHeader);
|
||||
break;
|
||||
default:
|
||||
#if UNITY_EDITOR
|
||||
if (isDebug)
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using BrewMonster.Scripts;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
@@ -35,7 +37,7 @@ namespace BrewMonster
|
||||
|
||||
}
|
||||
|
||||
public async UniTask LoadAsset()
|
||||
public async UniTask LoadAsset(Action actDone = null)
|
||||
{
|
||||
if (string.IsNullOrEmpty(assetPath))
|
||||
{
|
||||
@@ -50,7 +52,7 @@ namespace BrewMonster
|
||||
_isLoading = true;
|
||||
int requestId = ++_loadRequestId;
|
||||
var model = await AddressableManager.Instance.LoadPrefabAsync(assetPath);
|
||||
|
||||
actDone?.Invoke();
|
||||
// Object might have been destroyed while awaiting.
|
||||
if (this == null || gameObject == null)
|
||||
{
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
@@ -288,10 +289,12 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
|
||||
|
||||
private void ProcessLoadAndUnloadObjects()
|
||||
{
|
||||
_currentIdxAsset = 0;
|
||||
_maxIdxAsset = _candidatesForLoading.Count;
|
||||
// load the objects that are in the loading range long enough. (_candidateWaitTimeSeconds)
|
||||
foreach (var kvp in _candidatesForLoading)
|
||||
{
|
||||
kvp.Key.LoadAsset().Forget();
|
||||
kvp.Key.LoadAsset(CallBackAssetLoadingDone).Forget();
|
||||
_loadedObjects.Add(kvp.Key);
|
||||
}
|
||||
_candidatesForLoading.Clear();
|
||||
@@ -307,6 +310,28 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
|
||||
_objectsToUnload.Clear();
|
||||
}
|
||||
|
||||
int _currentIdxAsset = 0; // The current counter for loaded assets.
|
||||
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
|
||||
|
||||
/// <summary>
|
||||
/// isLitToReady is a condition used by _hostPlayer to wait until the Lit assets have finished loading.
|
||||
/// This function counts the number of assets successfully loaded from the Addressable system,
|
||||
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
|
||||
/// </summary>
|
||||
private void CallBackAssetLoadingDone()
|
||||
{
|
||||
_currentIdxAsset++;
|
||||
if (_currentIdxAsset >= _maxIdxAsset)
|
||||
{
|
||||
if (_hostPlayer != null)
|
||||
{
|
||||
_hostPlayer.isLitToReady = true;
|
||||
}
|
||||
_currentIdxAsset = -1;
|
||||
_maxIdxAsset = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the Host Player instance.
|
||||
/// </summary>
|
||||
@@ -444,4 +469,4 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
|
||||
$"- anchorsWithMoreThanOneChild={multiChildCount}");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -174,6 +174,11 @@ namespace BrewMonster
|
||||
}
|
||||
|
||||
_needToProcessLoadAndUnload = true;
|
||||
//if (_hostPlayer != null)
|
||||
//{
|
||||
// Debug.LogError("ProcessLoadAndUnload Terain _hostPlayer.isTerrainToReady = false");
|
||||
// _hostPlayer.isTerrainToReady = false;
|
||||
//}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -183,9 +188,11 @@ namespace BrewMonster
|
||||
/// </summary>
|
||||
private void ProcessLoadAndUnload()
|
||||
{
|
||||
_currentIdxAsset = 0;
|
||||
_maxIdxAsset = _candidatesForLoading.Count;
|
||||
for (int i = 0; i < _candidatesForLoading.Count; i++)
|
||||
{
|
||||
_candidatesForLoading[i].LoadAsset().Forget();
|
||||
_candidatesForLoading[i].LoadAsset(CallBackAssetLoadingDone).Forget();
|
||||
}
|
||||
_candidatesForLoading.Clear();
|
||||
|
||||
@@ -196,6 +203,28 @@ namespace BrewMonster
|
||||
_objectsToUnload.Clear();
|
||||
}
|
||||
|
||||
int _currentIdxAsset = 0; // The current counter for loaded assets.
|
||||
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
|
||||
|
||||
/// <summary>
|
||||
/// isLitToReady is a condition used by _hostPlayer to wait until the Terrain assets have finished loading.
|
||||
/// This function counts the number of assets successfully loaded from the Addressable system,
|
||||
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
|
||||
/// </summary>
|
||||
private void CallBackAssetLoadingDone()
|
||||
{
|
||||
_currentIdxAsset++;
|
||||
if (_currentIdxAsset >= _maxIdxAsset)
|
||||
{
|
||||
if (_hostPlayer != null)
|
||||
{
|
||||
_hostPlayer.isTerrainToReady = true;
|
||||
}
|
||||
_currentIdxAsset = -1;
|
||||
_maxIdxAsset = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main-thread anchor for terrain streaming: host position, or navigate clone when force-navigate is active (same idea as LitModelHolder).
|
||||
/// 地形流式锚点:普通用宿主;强制导航用导航克隆(与 LitModelHolder 一致)。
|
||||
|
||||
@@ -1,11 +1,18 @@
|
||||
{
|
||||
"items": [
|
||||
{
|
||||
"header": 1992,
|
||||
"param": 0,
|
||||
"hasParam": false,
|
||||
"describe": "Buff rage",
|
||||
"lastUsedUtcTicks": 639138321717437357
|
||||
},
|
||||
{
|
||||
"header": 8903,
|
||||
"param": 73125,
|
||||
"hasParam": true,
|
||||
"describe": "NoCooldown",
|
||||
"lastUsedUtcTicks": 639137253458330904
|
||||
"lastUsedUtcTicks": 639138321659072960
|
||||
},
|
||||
{
|
||||
"header": 2000,
|
||||
@@ -14,13 +21,6 @@
|
||||
"describe": "Up Level",
|
||||
"lastUsedUtcTicks": 639136623463073402
|
||||
},
|
||||
{
|
||||
"header": 1992,
|
||||
"param": 0,
|
||||
"hasParam": false,
|
||||
"describe": "Buff rage",
|
||||
"lastUsedUtcTicks": 639136573213427110
|
||||
},
|
||||
{
|
||||
"header": 1988,
|
||||
"param": 0,
|
||||
|
||||
@@ -230,6 +230,8 @@ namespace BrewMonster
|
||||
|
||||
m_MoveCtrl.SetHostLastPos(EC_Utility.ToA3DVECTOR3(vPos));
|
||||
m_MoveCtrl.SetLastSevPos(EC_Utility.ToA3DVECTOR3(vPos));
|
||||
isLitToReady = false;
|
||||
isTerrainToReady = false;
|
||||
// Update camera if available
|
||||
// 如果可用则更新相机
|
||||
// UpdateFollowCamera(false, 10); // Uncomment if UpdateFollowCamera method exists
|
||||
|
||||
@@ -169,6 +169,8 @@ namespace BrewMonster
|
||||
Ray ray;
|
||||
RaycastHit[] hits = new RaycastHit[5];
|
||||
bool isDataAwaitToReady = false;
|
||||
public bool isTerrainToReady = false;
|
||||
public bool isLitToReady = false;
|
||||
|
||||
private BaseVfxObject m_pSelectedGFX;
|
||||
private BaseVfxObject m_pHoverGFX;
|
||||
@@ -395,7 +397,7 @@ namespace BrewMonster
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (!isDataAwaitToReady)
|
||||
if (!isDataAwaitToReady || !isTerrainToReady || !isLitToReady)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -607,7 +609,7 @@ namespace BrewMonster
|
||||
|
||||
private void OnMsgHstRootNotify(in ECMSG Msg)
|
||||
{
|
||||
if ((int)Msg.dwParam2 == CommandID.HOST_NOTIFY_ROOT)
|
||||
if (Convert.ToInt32(Msg.dwParam2) == CommandID.HOST_NOTIFY_ROOT)
|
||||
{
|
||||
cmd_host_notify_root pCmd = GPDataTypeHelper.FromBytes<cmd_host_notify_root>((byte[])Msg.dwParam1);
|
||||
m_dwLIES |=(uint) (1 << pCmd.type);
|
||||
@@ -631,7 +633,7 @@ namespace BrewMonster
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((int)Msg.dwParam2 == CommandID.HOST_DISPEL_ROOT)
|
||||
else if (Convert.ToInt32(Msg.dwParam2) == CommandID.HOST_DISPEL_ROOT)
|
||||
{
|
||||
cmd_host_dispel_root pCmd = GPDataTypeHelper.FromBytes<cmd_host_dispel_root>((byte[])Msg.dwParam1);
|
||||
m_dwLIES &=(uint) ~(1 << pCmd.type);
|
||||
|
||||
Reference in New Issue
Block a user