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- using CommonAI.ZoneClient;
- using CommonAIClient.Unity.Utils;
- namespace CommonAIClient.Unity.Battle
- {
- public partial class ComAICell : BattleObject
- {
- private ZoneObject mZoneObject;
- protected ZoneObject ZObject { get { return mZoneObject; } }
- public uint ObjectID { get { return mZoneObject.ObjectID; } }
- /// <summary>
- /// ZObject X
- /// </summary>
- public float X { get { return mZoneObject.X; } }
- /// <summary>
- /// ZObject Y
- /// </summary>
- public float Y { get { return mZoneObject.Y; } }
- /// <summary>
- /// ZObject Z
- /// </summary>
- public float Z { get { return mZoneObject.Z; } }
- public ComAICell(BattleScene battleScene, ZoneObject obj)
- : base(battleScene, string.Format("{0}_{1}({2})", obj.GetType().Name, obj.Name, obj.ObjectID))
- {
- mZoneObject = obj;
- RegistAllObjectEvent();
- }
- protected override void OnDispose()
- {
- base.OnDispose();
- mZoneObject.Dispose();
- }
- protected override void OnUpdate(float deltaTime)
- {
- base.OnUpdate(deltaTime);
- SyncState();
- }
- protected virtual void SyncState()
- {
- this.ObjectRoot.ZonePos2NavPos(ZObject.Parent.Terrain.TotalHeight
- , ZObject.X, ZObject.Y, ZObject.Z);
- this.ObjectRoot.ZoneRot2UnityRot(ZObject.Direction);
- }
- }
- }
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