Beispiel #1
0
    public string GetLabelStr(int showLabel)
    {
        string label = "";

        if (showLabel == 1)
        {
            bool   hasUnit    = Unit != null;
            string hasUnitStr = "";
            if (hasUnit)
            {
                hasUnitStr = ",<color=#FF0000FF>T</color>";
            }

            label = $"{coordinates.X},{coordinates.Z}{hasUnitStr}";
        }
        else if (showLabel == 2)
        {
            if (Res.GetAmount(Res.ResType) > 0)
            {
                string[] resTypeStr = new string[] { "木", "粮", "铁" };
                label = $"{resTypeStr[(int)Res.ResType]}\n{Res.GetAmount(Res.ResType)}";
            }
        }

        return(label);
    }
    public void SetSelector(PickInfo pickInfo)
    {
        ClearCommands();

        GameRoomManager.Instance.CommandManager.CurrentExecuter = pickInfo;

        //从“command_set”表格中读取对应于该单位的指令菜单集
        CsvStreamReader CommandSet = CsvDataManager.Instance.GetTable("command_set");

        if (CommandSet == null)
        {
            return;
        }
        string strCmdSet      = "";
        string toggleRootName = "";

        if (pickInfo.CurrentCity != null)
        {
            if (pickInfo.CurrentCity.OwnerId == GameRoomManager.Instance.CurrentPlayer.TokenId) // 只有是自己的城市,才会出现[命令菜单]
            {
                strCmdSet = CommandSet.GetValue(2001, "CommandSet");
            }
            toggleRootName = "城市";
        }
        else if (pickInfo.CurrentActor != null)
        {
            var av = pickInfo.CurrentActor;
            if (av.OwnerId == GameRoomManager.Instance.CurrentPlayer.TokenId) // 只有是自己的部队,才会出现[命令菜单]
            {
                strCmdSet = CommandSet.GetValue(av.ActorInfoId, "CommandSet");
            }
            CsvStreamReader csv = CsvDataManager.Instance.GetTable("actor_info");
            toggleRootName = csv.GetValue(av.ActorInfoId, "Name");
        }
        else if (pickInfo.CurrentCell != null)
        {
            HexResource res = pickInfo.CurrentCell.Res;
            if (res.GetAmount(res.ResType) > 0)
            {
                string[] resNames = { "木材", "粮食", "铁矿" };
                toggleRootName = $"{resNames[(int) res.ResType]}:{res.GetLevel(res.ResType)}";
            }
            else if (pickInfo.CurrentCell.IsUnderwater)
            {
                toggleRootName = "水";
            }
            else
            {// Sand-0; Grass-1; Mud-2; Stone-3; Snow-4
                string[] terrainNames = { "沙漠", "草原", "沃土", "山区", "雪地" };
                toggleRootName = terrainNames[(int)pickInfo.CurrentCell.TerrainTypeIndex];
            }
        }
        int countCmd = LoadCommandMenu(strCmdSet);

        //gameObject.SetActive(countCmd > 0);
        _toggleText.text = toggleRootName;
        gameObject.SetActive(true);
    }
        private void AI_Running()
        {
            if (!GameRoomManager.Instance.IsAiOn)
            {
                return;
            }

            // 如果本地AI可以控制本单位, 或者是当前玩家自己, 则继续, 否则这里返回
            if (!HasAiRights && OwnerId != GameRoomManager.Instance.CurrentPlayer.TokenId)
            {
                return;
            }

            if (StateMachine.CurrentAiState == StateEnum.IDLE)
            {
                float lastedTime = StateMachine.GetLastedTime();
                if (lastedTime > _REST_TIME || _first)
                { // 进入休闲状态超过_REST_TIME秒, 也就是说闲置超过_REST_TIME秒的情况下
                    _first = false;
                    switch (HighAiState)
                    {
                    case StateEnum.GUARD:
                        StateMachine.TriggerTransition(StateEnum.GUARD);
                        break;

                    case StateEnum.WALKFIGHT:
                        // 敌人死了, 或者我没有弹药了, 而且我已经走到目的地了
                        var ab = GameRoomManager.Instance.RoomLogic.ActorManager.GetActor(HighAiTargetId);
                        if ((ab == null || ab.IsDead || AmmoBase <= 0) && CellIndex == HighAiTargetCell)
                        {
                            // 结束这个高级AI
                            CmdAttack.SendAiStateHigh(OwnerId, ActorId, StateEnum.IDLE);
                            GameRoomManager.Instance.Log($"ActorBehaviour AI_Running - 结束高级AI:{HighAiState}");
                            break;
                        }
                        if (AmmoBase <= 0)
                        {     // 如果没有弹药了, 则仅仅是走过去
                            StateMachine.TriggerTransition(StateEnum.WALK, HighAiTargetCell);
                            break;
                        }
                        // 如果可以直接攻击, 则直接攻击, 否则走过去再攻击
                        if (!ActorWalkFightState.AttackEnemyInRange(this, HighAiTargetId))
                        {
                            StateMachine.TriggerTransition(StateEnum.WALKFIGHT, HighAiTargetCell,
                                                           HighAiTargetId);
                        }
                        break;

                    case StateEnum.WALK: // 解决拥堵问题,
                        if (HighAiTargetCell == CellIndex)
                        {                // 走到了, 跳出本逻辑
                            CmdAttack.SendAiStateHigh(OwnerId, ActorId, StateEnum.IDLE);
                            GameRoomManager.Instance.Log($"ActorBehaviour AI_Running - 到达目的地! 结束高级AI:{HighAiState}");
                        }
                        else
                        {
                            StateMachine.TriggerTransition(StateEnum.WALK, HighAiTargetCell);
                        }
                        break;

                    case StateEnum.HARVEST:
                        HexCell     currentCell = HexUnit.Location;
                        HexResource res         = currentCell.Res;
                        int         amount      = res.GetAmount(res.ResType);
                        if (amount == 0)
                        {     // 没资源了, 跳出
                            CmdAttack.SendAiStateHigh(OwnerId, ActorId, StateEnum.IDLE);
                        }
                        else
                        {
                            StateMachine.TriggerTransition(HighAiState, HighAiTargetCell, HighAiTargetId,
                                                           HighAiDurationTime, HighAiTotalTime);
                        }

                        break;
                    }
                }
            }



//            float range = 100f;
//            if (StateMachine.CurrentAiState == FSMStateActor.StateEnum.IDLE)
//            {
//                float offsetX = Random.Range(-range, range);
//                float offsetZ = Random.Range(-range, range);
//                Vector3 newTargetPosition = new Vector3(CurrentPosition.x + offsetX, CurrentPosition.y, CurrentPosition.z + offsetZ);
//                HexCell newCell = HexUnit.Grid.GetCell(newTargetPosition);
//                if (newCell != null)
//                {
//                    if (HexUnit.IsValidDestination(newCell))
//                    {
//                        SetTarget(newCell.Position);
//                        StateMachine.TriggerTransition(FSMStateActor.StateEnum.WALK);
//                    }
//                }
//            }
        }