Merge pull request 'fix: Update show elesplayer,' (#1) from feature/elseplayer into develop

Reviewed-on: https://git.brew.monster/anhld/perfect-world-unity/pulls/1
This commit is contained in:
anhld
2025-09-08 02:22:59 +00:00
9 changed files with 202 additions and 80 deletions
Binary file not shown.
@@ -9,7 +9,7 @@ namespace PerfectWorld.Scripts.Managers
{ {
public class EC_ManPlayer : IMsgHandler public class EC_ManPlayer : IMsgHandler
{ {
public int HandlerId => MANAGER_INDEX.MAN_PLAYER; public int HandlerId => (int)MANAGER_INDEX.MAN_PLAYER;
public bool ProcessMessage(ECMSG Msg) public bool ProcessMessage(ECMSG Msg)
{ {
if (Msg.iSubID == 0) if (Msg.iSubID == 0)
@@ -45,7 +45,7 @@ namespace PerfectWorld.Scripts.Managers
byteArray[i] = data[i]; byteArray[i] = data[i];
} }
int cid = BitConverter.ToInt32(byteArray); int cid = BitConverter.ToInt32(byteArray);
switch (Msg.dwParam2) switch (Convert.ToInt32(Msg.dwParam2))
{ {
case CommandID.PLAYER_INFO_1: case CommandID.PLAYER_INFO_1:
case CommandID.PLAYER_ENTER_WORLD: case CommandID.PLAYER_ENTER_WORLD:
@@ -53,7 +53,7 @@ namespace PerfectWorld.Scripts.Managers
{ {
if (cid != iHostID) if (cid != iHostID)
{ {
GameController.Instance.Log("ElsePlayer has join");
} }
break; break;
} }
+8
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@@ -0,0 +1,16 @@
using UnityEngine;
public class EC_ElsePlayer : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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+23 -23
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@@ -93,32 +93,32 @@ public class CharacterCtrl : MonoBehaviour
playerVelocity.y = 0f; playerVelocity.y = 0f;
} }
float x = joystick.Horizontal; //float x = joystick.Horizontal;
float z = joystick.Vertical; //float z = joystick.Vertical;
Vector3 move = new Vector3(x, 0, z); //Vector3 move = new Vector3(x, 0, z);
move = Vector3.ClampMagnitude(move, 1f); //move = Vector3.ClampMagnitude(move, 1f);
if (move != Vector3.zero) //if (move != Vector3.zero)
{ //{
transform.forward = move; // transform.forward = move;
if (isRun) // if (isRun)
{ // {
SetAnimRun(); // SetAnimRun();
} // }
else // else
{ // {
SetAnimWalk(); // SetAnimWalk();
} // }
} //}
else //else
{ //{
SetAnimIdle(); // SetAnimIdle();
} //}
playerVelocity.y += gravityValue * Time.deltaTime; //playerVelocity.y += gravityValue * Time.deltaTime;
Vector3 finalMove = (move * playerSpeed) + (playerVelocity.y * Vector3.up); //Vector3 finalMove = (move * playerSpeed) + (playerVelocity.y * Vector3.up);
controller.Move(finalMove * Time.deltaTime); //controller.Move(finalMove * Time.deltaTime);
} }
+29
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@@ -1,18 +1,47 @@
using CSNetwork.Protocols.RPCData; using CSNetwork.Protocols.RPCData;
using System.Data; using System.Data;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
public class GameController : MonoBehaviour public class GameController : MonoBehaviour
{ {
private static GameController instance;
[SerializeField] private CharacterCtrl characterPrefab; [SerializeField] private CharacterCtrl characterPrefab;
[SerializeField] private Transform ground; [SerializeField] private Transform ground;
Camera camera; Camera camera;
public static GameController Instance
{
get
{
if (instance == null)
{
instance = new GameController();
}
return instance;
}
}
private void Awake()
{
if(instance == null)
{
instance = this;
}
}
private void Start() private void Start()
{ {
camera = Camera.main; camera = Camera.main;
} }
public void Log(string s)
{
Debug.LogError(s);
}
public void InitCharacter(RoleInfo roleInfo) public void InitCharacter(RoleInfo roleInfo)
{ {
CharacterCtrl character = Instantiate(characterPrefab, transform); CharacterCtrl character = Instantiate(characterPrefab, transform);