using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using XFramework; using XFramework.NetOuter; /// /// 修理所展开场景状态同步逻辑 同步物体位置信息 /// public class SyncSceneAB { // Start is called before the first frame update public SyncSceneAB() { SyncGOManager.Instance.sendInterval = 0;//车辆同步时一帧发送一次位置信息 SyncGOManager.Instance.RegisterSendFun(SendSyncMsg); if (!GroupLearnHelper.isMaster) { NetUDPManager.Instance.AddListener("SyncAreaFlag", new AreaFlagSyncExcute());//监听厂区同步消息 生成 移位 删除 NetUDPManager.Instance.AddListener("MasterAction", new MasterActionExcute());//监听组长开始/结束操作指令 } NetUDPManager.Instance.AddListener("SceneSync", new ABSceneSyncExcute());//添加AB场景同步处理逻辑 车辆+虚拟VR人物位置信息同步 NetUDPManager.Instance.AddListener("ActionSync", new ActionProtoExcute());//添加AB场景同步处理逻辑 车辆行为 获取/释放权限 展开/收起动画 } //当前场景状态同步数据发送方法 public void SendSyncMsg(List senders) { SceneSyncData sceneSyncData = new SceneSyncData(); for (int i = 0; i < senders.Count; i++) { Type dataType = senders[i].GetMsgType(); if (dataType == typeof(TransGesture))//场景物体位置同步数据 { sceneSyncData.syncGGDic[senders[i].GetSoleName()] = (TransGesture)senders[i].GetSyncMsg(); } else if (dataType == typeof(PersonSyncData))//场景物体位置同步数据 { sceneSyncData.vrPerson = (PersonSyncData)senders[i].GetSyncMsg(); } } IProtoBuilder builder = new SceneSyncProtoBuilder(sceneSyncData); NetUDPManager.Instance.SendNetMess(builder.GetProto()); } } //场景中需要发送的同步数据 [Serializable] public class SceneSyncData { //自身虚拟物体信息 public PersonSyncData vrPerson; //物体位置每帧同步 public Dictionary syncGGDic = new Dictionary(); }