using UnityEngine; namespace ET { [MessageHandler] public class M2C_PathfindingResultHandler : AMHandler { protected override async ETTask Run(Session session, M2C_PathfindingResult message) { Unit unit = Game.Scene.GetComponent().Get(message.Id); unit.GetComponent().SetFloatValue("Speed", 5f); UnitPathComponent unitPathComponent = unit.GetComponent(); unitPathComponent.StartMove(message).Coroutine(); //GizmosDebug.Instance.Path.Clear(); //GizmosDebug.Instance.Path.Add(new Vector3(message.X, message.Y, message.Z)); //for (int i = 0; i < message.Xs.Count; ++i) //{ // GizmosDebug.Instance.Path.Add(new Vector3(message.Xs[i], message.Ys[i], message.Zs[i])); //} await ETTask.CompletedTask; } } }