Files
Fishing2Server/Hotfix/Map/System/MapUnitSystem.cs

70 lines
1.6 KiB
C#

using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas.Interface;
using Unity.Mathematics;
namespace NB.Map;
public class MapUnitSystemDestroySystem : DestroySystem<MapUnit>
{
protected override void Destroy(MapUnit self)
{
self.MapId = 0;
self.Position = float3.zero;
self.Rotation = float3.zero;
self.GateRouteId = 0L;
}
}
public static class MapUnitSystem
{
public static async FTask<uint> EnterMap(this MapUnit self, int mapId)
{
var mapManageComponent = self.Scene.GetComponent<MapManageComponent>();
var map = mapManageComponent.Get(mapId);
if (map == null)
{
return ErrorCode.MapIdError;
}
if (map.Units.TryAdd(self.Id, self))
{
// 同步客户端
// self.Scene.NetworkMessagingComponent.SendInnerRoute(self.GateRouteId, new Map2C_ChangeMap()
// {
// Node = 1,
// MapId = mapId
// });
}
self.MapId = mapId;
await FTask.CompletedTask;
return ErrorCode.Successful;
}
public static MapUnitInfo ToMapUnitInfo(this MapUnit self)
{
var ret = new MapUnitInfo()
{
Id = self.Id,
Position = Vector3Info.Create(self.Scene),
Rotation = Vector3Info.Create(self.Scene),
};
ret.Position.x = self.Position.x;
ret.Position.y = self.Position.y;
ret.Position.z = self.Position.z;
ret.Rotation.x = self.Rotation.x;
ret.Rotation.y = self.Rotation.y;
ret.Rotation.z = self.Rotation.z;
return ret;
}
}