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给一个类成员变量struct赋值.

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SetValue赋值一般变量直接使用,但是struct需要装箱成object再进行就可以了. 不知道行不行

using UnityEngine;
using System.Collections;
using TeamUtility.IO;
using System.Reflection;
using System;

namespace HS.Thinbug.CharControl
{

    /// <summary>
    /// User input for a third person character controller.
    /// </summary>
    public class TBUserControlThird : MonoBehaviour {

        // Input state
        public struct State {
            public Vector3 move;
            public Vector3 lookPos;
            public bool crouch;
            public bool jump;
            public int actionIndex;
        }

        class StateClass
        {
            public State val;
        }

        public bool walkByDefault;        // toggle for walking state
        public bool canCrouch = true;
        public bool canJump = true;

        public State state = new State();           // The current state of the user input
        public State stateLast = new State();           // The current state of the user input

        protected Transform cam;                    // A reference to the main camera in the scenes transform
        GamePlayer hero;
        void Start () {
            // get the transform of the main camera
            cam = Camera.main.transform;
        }

        public void InitControl(GamePlayer h)
        {
            hero = h;
        }

        public void SAGet(ArrayList parm)
        {
            int fieldType = (int)parm[0];
            string field = (string)parm[1];
            object data;
            //state. [field] = (object)parm[1];
            switch (fieldType)
            {
                case 0://如果是bool,那么需要转换下
                    data = (int)parm[2] == 1 ? true : false;
                    break;
                case 1://如果是小数,那么要缩小
                    data = (int)parm[2] * 0.01f;
                    break;
                default:
                    data = parm[2];
                    break;
            }

            object ob = state;
            FieldInfo fi2 = state.GetType().GetField(field);
            fi2.SetValue(ob, data);

            state = (State)ob;

        }

        void checkSendSA()
        {
            if (stateLast.jump != state.jump)
            {
                stateLast.jump = state.jump;
                SA(new ArrayList() { new ArrayList() { 0, "jump", stateLast.jump ? 1 : 0  }, 1 });
            }
            if (stateLast.crouch != state.crouch)
            {
                stateLast.crouch = state.crouch;
                SA(new ArrayList() { new ArrayList() { 0, "crouch", stateLast.crouch ? 1 : 0  }, 1 });
            }
        }

        protected virtual void Update () {
            // read inputs
            state.crouch = canCrouch && InputManager.GetAxisRaw("stun") > 0 ? true : false; //Input.GetKey(KeyCode.C);
            state.jump = canJump && (int)InputManager.GetAxisRaw("Jump")> 0? true :false;// ..GetButton("Jump");

            checkSendSA();

            float h = Input.GetAxisRaw("Horizontal");
            float v = Input.GetAxisRaw("Vertical");

            // calculate move direction
            Vector3 fwd = new Vector3(cam.forward.x, 0f, cam.forward.z).normalized;
            if(fwd != Vector3.zero)
                state.move = Quaternion.LookRotation(fwd) * new Vector3(h, 0f, v);//.normalized;

            bool walkToggle = Input.GetKey(KeyCode.LeftShift);

            // We select appropriate speed based on whether we're walking by default, and whether the walk/run toggle button is pressed:
            float walkMultiplier = (walkByDefault ? walkToggle ? 1 : 0.5f : walkToggle ? 0.5f : 1);

            state.move *= walkMultiplier;


            // calculate the head look target position
            state.lookPos = transform.position + cam.forward * 100f;
        }

        public void SA(ArrayList parm)
        {
            ((HeroPlayer)hero).TosFun("SA", parm);
        }
    }
}

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