Ejemplo n.º 1
0
        /// <summary>
        /// 跨场景寻路
        /// </summary>
        /// <param name="destMapID">目的地图ID</param>
        /// <param name="destPosition">目的位置</param>
        public void StartPathFinder(int destMapID, Vector3 destPosition)
        {
            CoreEntry.gEventMgr.RemoveListener(GameEvent.GE_JOYSTICK_DOWN, OnJoyStickDown);
            bUserMul      = false;
            curMapID      = MapMgr.Instance.EnterMapId;
            targetMapID   = destMapID;
            targetPostion = destPosition;

            ActorObj ag = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);

            if (destMapID == curMapID)//同一个地图直接走过去
            {
                ActorObj actor = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);
                actor.MoveToPos(destPosition);


                ag.ReqRideHorse();

                return;
            }

            if (AnalysePath(curMapID, destMapID))
            {
                CoreEntry.gEventMgr.AddListener(GameEvent.GE_JOYSTICK_DOWN, OnJoyStickDown);//开始跨场景寻路才需要简体摇杆按下时间,判断是否打断

                curIndex = 0;

                ActorObj          actor     = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);
                SceneEntityConfig curPortal = mPortals[curIndex];

                bUserMul = actor.MoveToPos(curPortal.position);
                ag.ReqRideHorse();
            }
        }
Ejemplo n.º 2
0
        public void LoadWayPoints(int mapID)
        {
            wayPointsData = new List <WayPoint>();

            List <SceneEntitySet> entities = CoreEntry.gGameDBMgr.GetEnityConfigInfo(mapID);

            if (null == entities)
            {
                return;
            }

            for (int i = 0; i < entities.Count; i++)
            {
                if (entities[i].type == EntityConfigType.ECT_WAYPOINT)
                {
                    for (int j = 0; j < entities[i].entityList.Count; j++)
                    {
                        SceneEntityConfig data  = entities[i].entityList[j];
                        WayPoint          point = new WayPoint(data.index, data.position, data.neighbours);

                        wayPointsData.Add(point);
                    }
                }
            }
        }
Ejemplo n.º 3
0
        public static List <Vector3> GetSortedEntList(Vector3 pos)
        {
            List <Vector3>        positions = new List <Vector3>();
            List <SceneEntitySet> infos     = CoreEntry.gGameDBMgr.GetEnityConfigInfo(MapMgr.Instance.EnterMapId);

            if (infos == null)
            {
                return(positions);
            }

            const int MAX_POSITION = 50;

            for (int i = 0; i < infos.Count && positions.Count < MAX_POSITION; ++i)
            {
                SceneEntitySet info = infos[i];
                if (info.type == EntityConfigType.ECT_MONSTER)
                {
                    for (int j = 0; j < info.entityList.Count && positions.Count < MAX_POSITION; ++j)
                    {
                        SceneEntityConfig cfg = info.entityList[j];
                        positions.Add(cfg.position);
                    }
                }
            }

            //按离指定位置距离进行排序
            positions.Sort((a, b) => { return(Vector3.SqrMagnitude(pos - a).CompareTo(Vector3.SqrMagnitude(pos - b))); });
            return(positions);
        }
Ejemplo n.º 4
0
        private void OnSceneLoaded(GameEvent ge, EventParameter paremeter)
        {
            if (bUserMul)
            {
                curMapID = MapMgr.Instance.EnterMapId;
                curIndex++;
                if (curIndex < mPortals.Count)//中间场景,走到传送门位置
                {
                    ActorObj actor = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);
                    if (null != actor)
                    {
                        SceneEntityConfig curPortal = mPortals[curIndex];
                        bUserMul = actor.MoveToPos(curPortal.position);
                    }
                }
                else
                {
                    if (curMapID == targetMapID)//目的场景,走到终点
                    {
                        ActorObj actor = CoreEntry.gActorMgr.GetActorByServerID(MainRole.Instance.serverID);
                        if (null != actor)
                        {
                            actor.MoveToPos(targetPostion);
                        }
                    }

                    bUserMul = false;
                    CoreEntry.gEventMgr.RemoveListener(GameEvent.GE_JOYSTICK_DOWN, OnJoyStickDown);
                }

                //if (TaskMgr.LastClickTaskID > 0)
                //{
                //    AutoAIRunner.Init();
                //    AutoAIRunner.SetAutoTask(true);
                //}
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// 分析从起始场景到目的场景是否可达
        /// </summary>
        /// <param name="startMapID"></param>
        /// <param name="destMapID"></param>
        /// <returns>是否可达</returns>
        public bool AnalysePath(int startMapID, int destMapID)
        {
            HashSet <int>       closeMapSet = new HashSet <int>();
            List <MapNodeInfo>  allNodes    = new List <MapNodeInfo>();
            Queue <MapNodeInfo> checkNodes  = new Queue <MapNodeInfo>();

            MapNodeInfo curNode = new MapNodeInfo();

            curNode.id        = startMapID;
            curNode.parent    = null;
            curNode.portalCfg = null;

            allNodes.Add(curNode);
            checkNodes.Enqueue(curNode);

            curNode = null;
            while (checkNodes.Count > 0)
            {
                curNode = checkNodes.Dequeue();
                closeMapSet.Add(curNode.id);

                if (curNode.id == destMapID)
                {
                    break;
                }

                SceneEntitySet portals = GetPortalByMapID(curNode.id);
                if (null != portals)
                {
                    for (int i = 0; i < portals.entityList.Count; i++)
                    {
                        SceneEntityConfig portal    = portals.entityList[i];
                        LuaTable          portalCfg = ConfigManager.Instance.Map.GetPortalConfig(portal.configID);
                        if (null == portalCfg)
                        {
                            continue;
                        }
                        if (closeMapSet.Contains(portalCfg.Get <int>("targetMap")))
                        {
                            continue;
                        }

                        MapNodeInfo mapNodeInfo = new MapNodeInfo();
                        mapNodeInfo.id        = portalCfg.Get <int>("targetMap");
                        mapNodeInfo.parent    = curNode;
                        mapNodeInfo.portalCfg = portal;

                        checkNodes.Enqueue(mapNodeInfo);
                        allNodes.Add(mapNodeInfo);
                    }
                }
            }

            mMapIDs.Clear();
            mPortals.Clear();

            if (null != curNode && curNode.id == destMapID)
            {
                mMapIDs.Add(curNode.id);
                mPortals.Add(curNode.portalCfg);

                MapNodeInfo nextNode = curNode.parent;
                while (null != nextNode)
                {
                    mMapIDs.Add(nextNode.id);
                    if (nextNode.portalCfg != null)
                    {
                        mPortals.Add(nextNode.portalCfg);
                    }

                    nextNode = nextNode.parent;
                }

                mMapIDs.Reverse();
                mPortals.Reverse();

                return(true);
            }

            return(false);
        }