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修复帧同步demo错误

tanghai 2 lat temu
rodzic
commit
d3eae7d613

+ 4 - 4
Unity/Assets/Scripts/Hotfix/Client/LockStep/G2C_ChangeSceneHandler.cs

@@ -1,11 +1,11 @@
 namespace ET.Client
 {
-    [MessageHandler(SceneType.LockStep)]
-    public class Match2G_NotifyMatchSuccessHandler: MessageHandler<Match2G_NotifyMatchSuccess>
+    [ActorMessageHandler(SceneType.LockStep)]
+    public class Match2G_NotifyMatchSuccessHandler: ActorMessageHandler<Scene, Match2G_NotifyMatchSuccess>
     {
-        protected override async ETTask Run(Session session, Match2G_NotifyMatchSuccess message)
+        protected override async ETTask Run(Scene root, Match2G_NotifyMatchSuccess message)
         {
-            await LSSceneChangeHelper.SceneChangeTo(session.Root(), "Map1", message.ActorId.InstanceId);
+            await LSSceneChangeHelper.SceneChangeTo(root, "Map1", message.ActorId.InstanceId);
         }
     }
 }

+ 4 - 4
Unity/Assets/Scripts/Hotfix/Client/LockStep/G2C_ReconnectHandler.cs

@@ -1,11 +1,11 @@
 namespace ET.Client
 {
-    [MessageHandler(SceneType.LockStep)]
-    public class G2C_ReconnectHandler: MessageHandler<G2C_Reconnect>
+    [ActorMessageHandler(SceneType.LockStep)]
+    public class G2C_ReconnectHandler: ActorMessageHandler<Scene, G2C_Reconnect>
     {
-        protected override async ETTask Run(Session session, G2C_Reconnect message)
+        protected override async ETTask Run(Scene root, G2C_Reconnect message)
         {
-            await LSSceneChangeHelper.SceneChangeToReconnect(session.Root(), message);
+            await LSSceneChangeHelper.SceneChangeToReconnect(root, message);
             await ETTask.CompletedTask;
         }
     }

+ 4 - 4
Unity/Assets/Scripts/Hotfix/Client/LockStep/OneFrameInputsHandler.cs

@@ -2,14 +2,14 @@ using System;
 
 namespace ET.Client
 {
-    [MessageHandler(SceneType.LockStep)]
-    public class OneFrameInputsHandler: MessageHandler<OneFrameInputs>
+    [ActorMessageHandler(SceneType.LockStep)]
+    public class OneFrameInputsHandler: ActorMessageHandler<Scene, OneFrameInputs>
     {
-        protected override async ETTask Run(Session session, OneFrameInputs input)
+        protected override async ETTask Run(Scene root, OneFrameInputs input)
         {
             using var _ = input ; // 方法结束时回收消息
             
-            Room room = session.Scene().GetComponent<Room>();
+            Room room = root.GetComponent<Room>();
             
             Log.Debug($"OneFrameInputs: {room.AuthorityFrame + 1} {input.ToJson()}");