Beispiel #1
0
        public uint Execute(PacketDistributed ipacket)
        {
            GC_TELEMOVE packet = (GC_TELEMOVE )ipacket;

            if (null == packet)
            {
                return((uint)PACKET_EXE.PACKET_EXE_ERROR);
            }
            //enter your logic
            Obj_Character _objChar = Singleton <ObjManager> .GetInstance().FindObjCharacterInScene(packet.ObjId);

            if (_objChar == null)
            {
                return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
            }
            Vector3 targetPos = new Vector3(packet.TargetPosX / 100.0f, 0, packet.TargetPosZ / 100.0f);

            targetPos = ActiveScene.GetTerrainPosition(targetPos);
            //如果_objChar为轻功状态,则打断轻功
            if (_objChar.IsLightState)
            {
                //_objChar.EndLightSkillMove();
                _objChar.BeginTeleMoveInLight(targetPos);
            }
            //是否需要改变朝向
            if (packet.NeedChangeFaceto == 1)
            {
                _objChar.FaceTo(targetPos);
            }
            else
            {
                _objChar.IsMoveToNoFaceTo = true;
            }
            AutoMove autoMove = _objChar.AutoMoveComponent;

            if (autoMove != null)
            {
                autoMove.ResetAutoMove();
            }
            //向目标点移动
            _objChar.MoveTo(targetPos, null, 0);
            //是否需要播放附加动作
            if (packet.HasAnimaId && _objChar.AnimLogic != null)
            {
                _objChar.AnimLogic.Stop();
                _objChar.AnimLogic.Play(packet.AnimaId);
                //现在这里播放击退效果 todo临时的
                _objChar.PlayEffect(121);
            }

            return((uint)PACKET_EXE.PACKET_EXE_CONTINUE);
        }
Beispiel #2
0
    //private bool IsReachPoint(AutoMovePos pos)
    //{
    //    //先判断序列号
    //    if (pos.m_nPosSerial != m_nCurPosSerial)
    //    {
    //        return false;
    //    }

    //    Vector2 dstPos = new Vector2(pos.m_fDstPosX, pos.m_fDstPosZ);
    //    Vector2 curPos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.z);
    //    if (Vector2.Distance(curPos, dstPos) < 0.5f)
    //    {
    //        return true;
    //    }

    //    return false;
    //}

    //到达当前点,删除当前点,向下一个点移动
    //    private void ReachPoint()
    //    {
    //        if (null == m_posList || m_posList.Count <= 0)
    //        {
    //            return;
    //        }

    //#if UNITY_ANDROID

    //        BeginMove(m_posList[0]);
    //        移除当前点
    //        m_posList.RemoveAt(0);

    //#else
    //        移除当前点
    //        m_posList.RemoveAt(0);

    //        判断剩余点
    //        if (m_posList.Count <= 0)
    //        {
    //            已经无点,停止移动
    //            StopMove();
    //        }
    //        else
    //        {
    //            BeginMove(m_posList[0]);
    //        }

    //#endif
    //    }

    //移动开始
    private void BeginMove(AutoMovePos dstPos)
    {
        if (null == m_BindObj)
        {
            return;
        }

        //记录当前点序列号
        m_nCurPosSerial = dstPos.m_nPosSerial;

        //开始移动
        Vector3 dest = new Vector3(dstPos.m_fDstPosX, 0.0f, dstPos.m_fDstPosZ);

        dest = ActiveScene.GetTerrainPosition(dest);
//        m_bIsMove = true;
        m_BindObj.MoveTo(dest, null, 0.0f);
    }
Beispiel #3
0
        //走向某一个路点
        private int GotoPatrolPoint(int nPatrolIdx)
        {
            //越界判断
            if (nPatrolIdx < 0 || m_patrolPoint.ListPatrolPoint.Count <= nPatrolIdx)
            {
                return(GlobeVar.INVALID_ID);
            }

            //检测是否是Obj类型
            Obj_Character obj = this.gameObject.GetComponent <Obj_Character>();

            if (obj)
            {
                m_nCurrentPatrolIdx = nPatrolIdx;
                Vector2 point2D = m_patrolPoint.ListPatrolPoint[nPatrolIdx];
                Vector3 dest    = new Vector3(point2D.x, 0, point2D.y);
                obj.MoveTo(dest, null, m_fStopDistance);
                return(nPatrolIdx);
            }

            return(GlobeVar.INVALID_ID);
        }