private void EscapeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime)
        {
            if (!CanAiControl(npc))
            {
                npc.GetMovementStateInfo().IsMoving = false;
                return;
            }
            NpcAiStateInfo    info = npc.GetAiStateInfo();
            AiData_Npc_Bluelf data = GetAiData(npc);

            if (null != data)
            {
                data.EscapeTime += deltaTime;
                CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target);
                if (null != target)
                {
                    Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
                    Vector3 srcPos    = npc.GetMovementStateInfo().GetPosition3D();
                    float   powDist   = Geometry.DistanceSquare(srcPos, targetPos);
                    if (powDist < m_SafeRange * m_SafeRange)
                    {
                        Vector3 escapePos = Vector3.Zero;
                        if (AiLogicUtility.GetEscapeTargetPos(npc, target, 3.0f, ref escapePos))
                        {
                            info.Time += deltaTime;
                            if (info.Time > m_IntervalTime)
                            {
                                NotifyNpcRun(npc);
                                info.Time = 0;
                                AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, escapePos, m_IntervalTime, true, this);
                            }
                        }
                        else
                        {
                            LogSystem.Debug("Can't find WalkAble place");
                        }
                    }
                    else
                    {
                        TryCastSkill(npc, GetCanCastSkillId(npc, (float)Math.Sqrt(powDist)), target);
                        npc.GetMovementStateInfo().IsMoving = false;
                        NotifyNpcMove(npc);
                        info.Time       = 0;
                        data.EscapeTime = 0;
                        ChangeToState(npc, (int)AiStateId.Pursuit);
                    }
                }
                else
                {
                    NotifyNpcTargetChange(npc);
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Idle);
                }
                if (data.EscapeTime > m_MaxEscapeTime)
                {
                    data.EscapeTime = 0;
                    npc.GetMovementStateInfo().IsMoving = false;
                    NotifyNpcMove(npc);
                    info.Time = 0;
                    ChangeToState(npc, (int)AiStateId.Pursuit);
                }
            }
        }
 internal static void ChangeScene(int sceneId)
 {
     LogSystem.Debug("GameControler.ChangeScene {0}", sceneId);
     WorldSystem.Instance.ChangeScene(sceneId);
 }
Beispiel #3
0
 public void ResetViewed(int radius)
 {
     m_Viewed = new bool[radius * 2 + 1, radius * 2 + 1];
     LogSystem.Debug("FovViewed reset.");
 }
Beispiel #4
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        private void BuildImpl()
        {
            m_BuildStack.Push(0);
            m_BuildStack.Push(m_PointNum);
            m_BuildStack.Push(0);
            while (m_BuildStack.Count >= 3)
            {
                int begin = m_BuildStack.Pop();
                int end   = m_BuildStack.Pop();
                int node  = m_BuildStack.Pop();

                m_KdTree[node].m_Begin = begin;
                m_KdTree[node].m_End   = end;

                float minX = m_Points[begin].X;
                float maxX = minX;
                float minZ = m_Points[begin].Z;
                float maxZ = minZ;
                for (int i = begin + 1; i < end; ++i)
                {
                    float newX = m_Points[i].X;
                    float newZ = m_Points[i].Z;
                    if (minX > newX)
                    {
                        minX = newX;
                    }
                    else if (maxX < newX)
                    {
                        maxX = newX;
                    }
                    if (minZ > newZ)
                    {
                        minZ = newZ;
                    }
                    else if (maxZ < newZ)
                    {
                        maxZ = newZ;
                    }
                }
                m_KdTree[node].m_MinX = minX;
                m_KdTree[node].m_MaxX = maxX;
                m_KdTree[node].m_MinZ = minZ;
                m_KdTree[node].m_MaxZ = maxZ;

                if (end - begin > c_MaxLeafSize)
                {
                    bool  isVertical = (maxX - minX > maxZ - minZ);
                    float splitValue = (isVertical ? 0.5f * (maxX + minX) : 0.5f * (maxZ + minZ));

                    int left  = begin;
                    int right = end;

                    while (left < right)
                    {
                        while (left < right && (isVertical ? m_Points[left].X : m_Points[left].Z) < splitValue)
                        {
                            ++left;
                        }

                        while (right > left && (isVertical ? m_Points[right - 1].X : m_Points[right - 1].Z) >= splitValue)
                        {
                            --right;
                        }

                        if (left < right)
                        {
                            Vector3 tmp = m_Points[left];
                            m_Points[left]      = m_Points[right - 1];
                            m_Points[right - 1] = tmp;
                            ++left;
                            --right;
                        }
                    }

                    if (left == end)
                    {
                        --left;
                    }

                    int leftSize = left - begin;

                    if (leftSize == 0)
                    {
                        ++leftSize;
                        ++left;
                    }

                    m_KdTree[node].m_Left  = node + 1;
                    m_KdTree[node].m_Right = node + 1 + (2 * leftSize - 1);

                    if (m_KdTree[node].m_Left >= m_MaxNodeNum || m_KdTree[node].m_Right >= m_MaxNodeNum)
                    {
                        LogSystem.Error("PointKdTree Error, node:{0} left:{1} right:{2} leftSize:{3} begin:{4} end:{5} maxNodeNum:{6}", node, left, right, leftSize, begin, end, m_MaxNodeNum);
                    }

                    m_BuildStack.Push(m_KdTree[node].m_Left);
                    m_BuildStack.Push(left);
                    m_BuildStack.Push(begin);

                    m_BuildStack.Push(m_KdTree[node].m_Right);
                    m_BuildStack.Push(end);
                    m_BuildStack.Push(left);
                }
            }
        }
Beispiel #5
0
        public virtual void OnTick()
        {
            if (m_CurSkillNode != null && m_CurSkillNode.IsAlreadyPressUp)
            {
                if (StopSkill(m_CurSkillNode, SwordManSkillController.SKILL_PRESS_UP))
                {
                    m_CurSkillNode.IsAlreadyPressUp = false;
                }
            }
            DealBreakSkillTask();
            UpdateAttacking();
            UpdateSkillNodeCD();
            if (m_WaiteSkillBuffer.Count <= 0)
            {
                return;
            }
            SkillNode node = m_WaiteSkillBuffer[m_WaiteSkillBuffer.Count - 1];

            if (node == null)
            {
                m_WaiteSkillBuffer.Remove(node);
                return;
            }
            SkillNode nextNode = null;

            if ((node.Category == SkillCategory.kSkillQ || node.Category == SkillCategory.kSkillE) &&
                m_WaiteSkillBuffer.Count >= 2)
            {
                SkillNode lastone = m_WaiteSkillBuffer[m_WaiteSkillBuffer.Count - 2];
                if (node.Category == SkillCategory.kSkillQ && lastone.SkillQ != null &&
                    lastone.SkillQ.SkillId == node.SkillId)
                {
                    nextNode = node;
                    node     = lastone;
                }
                else if (node.Category == SkillCategory.kSkillE && lastone.SkillE != null &&
                         lastone.SkillE.SkillId == node.SkillId)
                {
                    nextNode = node;
                    node     = lastone;
                }
            }
            if (m_CurSkillNode == null || IsSkillCanBreak(m_CurSkillNode, node))
            {
                SkillCannotCastType cannot_type = SkillCannotCastType.kUnknow;
                if (!IsSkillCanStart(node, out cannot_type))
                {
                    LogSystem.Debug("skill can't start");
                    if (IsPlayerSelf())
                    {
                        GfxSystem.PublishGfxEvent("ge_skill_cannot_cast", "ui", cannot_type);
                        GfxSystem.PublishGfxEvent("ge_skill_false", "ui");
                        HideSkillTip(node.Category);
                    }
                    m_WaiteSkillBuffer.Clear();
                    return;
                }
                if (m_CurSkillNode != null)
                {
                    if (StopSkill(m_CurSkillNode, node))
                    {
                        m_CurSkillNode.IsAlreadyPressUp = false;
                    }
                }
                if (StartSkill(node))
                {
                    OnSkillStart(node);
                    if (nextNode != null)
                    {
                        m_WaiteSkillBuffer.Add(nextNode);
                    }
                    PostSkillStart(node);
                }
            }
        }
Beispiel #6
0
 public virtual void PushSkill(SkillCategory category, Vector3 targetpos)
 {
     //LogSystem.Debug("in push skill {0}", category);
     CancelBreakSkillTask();
     if (CanInput(category))
     {
         SkillNode target_node = AddCategorySkillNode(category);
         if (/*target_node != null && */ IsSkillInCD(target_node))
         {
             HideSkillTip(category);
             LogSystem.Debug("-----skill is in cd");
             if (IsPlayerSelf())
             {
                 if (SkillControlMode.kTouch == m_ControlMode)
                 {
                     GfxSystem.PublishGfxEvent("ge_skill_false", "ui");
                 }
                 else
                 {
                     GfxSystem.PublishGfxEvent("ge_skill_cannot_cast", "ui", SkillCannotCastType.kInCD);
                 }
             }
             m_WaiteSkillBuffer.RemoveAt(m_WaiteSkillBuffer.Count - 1);
             return;
         }
         //LogSystem.Debug("add skill success!");
         if (target_node != null)
         {
             target_node.TargetPos = targetpos;
             if (SkillCategory.kSkillQ != category && SkillCategory.kSkillE != category)
             {
                 List <SkillNode> qeSkills = new List <SkillNode>();
                 if (target_node.SkillQ != null)
                 {
                     qeSkills.Add(target_node.SkillQ);
                 }
                 if (target_node.SkillE != null)
                 {
                     qeSkills.Add(target_node.SkillE);
                 }
                 if (m_SkillQECanInputHandler != null)
                 {
                     m_SkillQECanInputHandler(GetWaitInputTime(m_CurSkillNode), qeSkills);
                 }
             }
         }
         else
         {
             HideSkillTip(category);
             LogSystem.Debug("----not find skill " + category);
             if (category != SkillCategory.kSkillQ && category != SkillCategory.kSkillE)
             {
                 if (IsPlayerSelf())
                 {
                     GfxSystem.PublishGfxEvent("ge_skill_false", "ui");
                 }
             }
         }
     }
     else
     {
         LogSystem.Debug("skill can't input");
     }
 }
Beispiel #7
0
 public static void LogCallStack()
 {
     LogSystem.Debug("LogCallStack:\n{0}\n", Environment.StackTrace);
 }