//移动到某个位置 public void moveTo(GridID v, bool isCmd) { if (baseUnit.dead) { return; } if (baseUnit.sta == STU.down) { return; } ai = AI.moveTo; op = OP.moving; stopMove(); baseUnit.targetGrid = v; PathFind.Instance.FindPath(GSceneMap.Instance.nodeFromGrid(baseUnit.grid), GSceneMap.Instance.nodeFromGrid(baseUnit.targetGrid), ref path); if (isCmd) { reason = AIR.cmd; tick = m_tickMax; } }
public static GridID operator +(GridID lhs, GridID rhs) { GridID result = new GridID(lhs.x, lhs.y); result.x += rhs.x; result.y += rhs.y; return(result); }
public Node(bool _block, Vector3 _worldPosition, GridID _gridId) { block = _block; worldPosition = _worldPosition; gridId = _gridId; m_grass = default(grass); m_tree = default(tree); }
public unitBase(int _type, int _tid) : base(_type, _tid) { iAttr = new int[256]; fAttr = new float[16]; ai = new UnitAiBase(); buff = new Dictionary <int, Condition>(); debuff = new Dictionary <int, Condition>(); buffExist = new int[64]; targetGrid = new GridID(0, 0); ai.init(this); }
public void spawn(int x, int y) { Vector3 v = GSceneMap.Instance.gridToWorldPosition(new GridID(x, y)); grid = new GridID(x, y); m_pos = v; m_Instance = UnityEngine.Object.Instantiate(Resources.Load("Prefab/unit"), v, new Quaternion(0, 0, 0, 0)) as GameObject; m_Instance.transform.parent = GameObject.Find("units").transform; m_movement = m_Instance.GetComponent <unitMovement>(); m_skin = m_Instance.GetComponent <unitSkin>(); m_unitUI = m_Instance.GetComponent <unitUI>(); m_movement.init(this); m_skin.init(this); m_unitUI.init(this); }
public static Transform AddGridTransform(GridID gridID, Transform targetTrans) { Transform ts = null; if (null != targetTrans) { ts = UIManager.GetObj((uint)gridID); if (null != ts) { Util.AddChildToTarget(targetTrans, ts); } } return(ts); }
protected override async Task <Action <AsyncCodeActivityContext> > ExecuteAsync(AsyncCodeActivityContext context, CancellationToken cancellationToken) { // Inputs var gridid = GridID.Get(context); var rowindex = RowIndex.Get(context); /////////////////////////// // Add execution logic HERE SAPAuto objSAPAuto = new SAPAuto(); objSAPAuto.Grid_SelectRow_AndDoubleClick(gridid, rowindex); /////////////////////////// // Outputs return((ctx) => { }); }
protected override async Task <Action <AsyncCodeActivityContext> > ExecuteAsync(AsyncCodeActivityContext context, CancellationToken cancellationToken) { // Inputs var gridid = GridID.Get(context); var contextmenuitem = ContextMenuItem.Get(context); /////////////////////////// // Add execution logic HERE SAPAuto objSAPAuto = new SAPAuto(); objSAPAuto.ContextMenuSelectItem(gridid, contextmenuitem); /////////////////////////// // Outputs return((ctx) => { }); }
private void Move() { GridID g = m_manager.ai.nextGrid(); if (g != null) { Vector3 movement = GSceneMap.Instance.nodeFromGrid(g).worldPosition - transform.position; movement.y = 0; if (Mathf.Abs(movement.x) >= 0.03f || Mathf.Abs(movement.z) >= 0.03f) { movement.Normalize(); if (Mathf.Abs(movement.x) > Mathf.Abs(movement.z) * 1.1) { if (movement.x > 0) { m_manager.playerFace = faceTo.right; } else if (movement.x < 0) { m_manager.playerFace = faceTo.left; } } else { if (movement.z > 0) { m_manager.playerFace = faceTo.up; } else if (movement.z < 0) { m_manager.playerFace = faceTo.down; } } m_movement = movement * m_manager.runSpeed * Time.deltaTime; //Debug.Log(movement+" , "+m_movement+","+ m_manager.runSpeed+" , "+ Time.deltaTime); transform.position += m_movement; } } }
protected override async Task <Action <AsyncCodeActivityContext> > ExecuteAsync(AsyncCodeActivityContext context, CancellationToken cancellationToken) { // Inputs var gridid = GridID.Get(context); var rowindex = RowIndex.Get(context); var columnid = ColumnID.Get(context); /////////////////////////// // Add execution logic HERE SAPAuto objSAPAuto = new SAPAuto(); context.SetValue(CellValue, objSAPAuto.Grid_GetCellValue(gridid, rowindex, columnid)); /////////////////////////// // Outputs return((ctx) => { CellValue.Set(ctx, null); }); }
public int Dis(GridID id1, GridID id2) { return((int)(Math.Round(Math.Sqrt((id1.x - id2.x) * (id1.x - id2.x) + (id1.y - id2.y) * (id1.y - id2.y))))); }
public Vector3 gridToWorldPosition(GridID id) { return(grid[id.x, id.y].worldPosition); }
public Node nodeFromGrid(GridID g) { return(grid[g.x, g.y]); }
public entity(int x, int y, int _type, int _tid) { grid = new GridID(x, y); type = _type; typeId = _tid; }
public static GameObject GetResGameObj(GridID id) { return(GetResGameObj((uint)id)); }
public static Transform GetObj(GridID gridID) { return(GetObj((uint)gridID)); }