VR碰碰车1.0
2017-03-14 00:20:37 0 举报
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大纲/内容
ItemTriggerToSMessage(继承:MessageBase)
public uint ItemId;public uintUsePlayerId;public uintBePlayerId;
CreatureManager(生物管理:单例服务器)
private List PlayerList;private List ModelList;private int ModelIndex = 0;private List EnemyList;
public void AddEnemy(Enemy pEnemy){ //记得NetworkServer.Spawn();}public void RemoveEnemy(uint id)(){ //记得NetworkServer.Destroy();}public Enemy GetEnemy(uint id){};public void AddPlayer(basePlayer Player){}public void RemovePlayer(uint Playerid){ 记得ModelIndex--; 和NetworkServer.Destroy();};public void CreatePlayer(string address){ if(ModelIndex = 5) { return; } GameObject pObj = Pool.GetObj(ModelList[ModelIndex]); if(pObj != null) { //TODO 后期会根据本身的address获取现实位置映射到坐标系中赋值 NetworkServer.Spawn(pObj); CarPlayer pPlayer = pObj.GetComment(); if(pPlayer != null ) { AddPlayer(pPlayer); ModelIndex ++; } }}public CarPlayer GetPlayer(uint netid){};public bool IsPlayer(uint id){}public List GetAllPlayer{};
ItemUseType(enum)
EnemyType(enum)
CombatFactory(战斗工厂:服务器)
CarPlayer(继承BasePlayer)
[SyncVar(hook = \"Refresh\")]private int power ; //能量值private BaseItem ownItem; [SyncVar] Vector3 serverPosition;//位置同步 [SyncVar] Quaternion serverRotation;//角度同步 public GameObject VrCamera;//VR相机
服务器-
-客户端
ZhanDanBuff(继承BaseBuff)
private int addPower = 5;private int subPower = -5;
Engine(继承Monobehaviour:引擎驱动器)
[SerializeField] private ServerType type; 服务类型
private IEnumerator DelayLaunch(); 延迟启动private void LaunchClient(); 启动客户端private void LaunchServer(); 启动服务器
Enemy(继承BasePlayer)
private BehaviourTree tree; //行为树private int Hp; //血量
[Command]public void CmdComputeHp(int hp){}
BuffType(enum)
GameInfo(游戏信息)
public static ServerType ServerType; //服务器类型
BaseEffect(继承Networkbehaviour)
private uint OwnerId;public EffectDestroyType DestroyType;public float DestroyTime;public BuffType buffType;public int SkillId;
void Start(){ if(DestroyType == EffectDestroyType.Time) { StartCoroutine(DestroySelft(DestroyTime)); } _OnStart();}public void SetOwner(uint id){}void OnTriggerEnter(Collider pCollider){ _OnTrigger(pCollider);}virtual void _OnTrigger(Collider pCollider){ if(pCollider.gameObject.tag == \"Player\
ServerType(枚举)
公共
GameCountDownToCMessage(继承:MessageBase)
public uint Time; //倒计时
NetwrokFrame(继承Networkbehaviour:负责监听所有服务器和客户端发送来的自定义网络消息回调)
void Sart();void OnDestroy();IEnumerator RegisterHandler();void UnRegisterHandler();
private ListEffectList;
MessageCode(自定义消息id)
private const short ItemTrigger = 13005; private const short SyncGameTime = 13006;
BuffFactory(服务器)
BaseBuff
DataCenter(单例:服务器)
public ClientConfig ClientConfig;public GameConfig GameConfig;
public SkillInfo GetSkillInfo(int skillid){}public EnemyInfo GetEnemy(EnemyType type){}
BaseCreature(继承Networkbehaviour)
BaseItem(继承Networkbehaviour)
public float RecycleTime;public BuffType BuffType;public ItemUseType UseType;
public void Set OwnerId(uint OwnerId){}void OnTriggerEnter(Collider pCollider){ _OnTriggerEnter(pCollider);}void _OnTriggerEnter(Collider pCollider){ if(pCollider.gameObject.tag == \"Player\
NetMessageFrame(继承Monobehaviour)
SkillInfo
public int Id;public int Damage
NetManager(继承NetworkManager:服务器客户端共用)
private int GameTime; //游戏时间private bool IsMatch = false; //是否开始比赛
ClientConfig
public string ServerIp; //服务器ippublic int Port; //服务器端口号
GenerateManager(单例:服务器)
public void SpawnItem(){}public void SpawnEnemy(){}private BaseItem RandomItem(){}private Enemy RandomEnemy(){ }
GameConfig
public int GameTime;public SkillInfo[] AllSkillInfo;public EnemyInfo[] AllEnemyInfo;
ItemManager(单例,道具管理(服务器))
private List ItemList;
public void AddItem(BaseItem pItem){ //记得NetworkServer.Spawn();};public void RemoveItem(uint itemid){ //最后记得NetworkServer.Deatroy();};public BaseItem GetItem(uint netId){}
EffectDestroyType
EnemyInfo
public string type; //怪物类型public int hp; //血量public int skillid; //技能idpublic int subpower; //减少的能量
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