Example #1
0
        /// <summary>
        /// 客户端移动操作
        /// </summary>
        public static async ETTask StartMove(this GamerPathComponent self, CancellationToken cancellationToken)
        {
            for (int i = 0; i < self.Path.Count; ++i)
            {
                Vector3 v = self.Path[i]; //下一个预测点

                float speed = 5;

                if (i == 0) //对第一个坐标进行特殊处理
                {
                    // 矫正移动速度
                    Vector3 clientPos = self.GetParent <Gamer>().Position;
                    float   serverf   = (self.ServerPos - v).magnitude;
                    if (serverf > 0.1f)                            //预计路程
                    {
                        float clientf = (clientPos - v).magnitude; //实际路程
                        speed = clientf / serverf * speed;         //相对速度
                    }
                }

                self.Entity.GetComponent <GamerTurnComponent>().Turn(v);
                await self.Entity.GetComponent <GamerMoveComponent>().MoveToAsync(v, speed, cancellationToken);
            }

            //移动结束后的操作
            self.Entity.GetComponent <GamerAnimatorComponent>().SetIntValue("Speed", 0);
        }
Example #2
0
        /// <summary>
        /// 玩家移动房间广播 index当前移动进度 offset发送坐标的数量
        /// </summary>
        public static void BroadcastPath(this GamerPathComponent self, List <Vector3> path, int index, int offset)
        {
            Gamer   gamer   = self.GetParent <Gamer>();
            Vector3 unitPos = gamer.Position;
            A1006_PathfindingResult_M2C pathfindingResult = new A1006_PathfindingResult_M2C();

            pathfindingResult.X      = unitPos.x; //当前位置
            pathfindingResult.Y      = unitPos.y;
            pathfindingResult.Z      = unitPos.z;
            pathfindingResult.UserID = gamer.UserID;

            for (int i = 0; i < offset; ++i)               //预测的坐标个数 先广播后移动 不包含当前坐标
            {
                if (index + i >= self.ABPath.Result.Count) //预测坐标的序列不能大于坐标总数
                {
                    break;
                }
                Vector3 v = self.ABPath.Result[index + i];
                pathfindingResult.Xs.Add(v.x);
                pathfindingResult.Ys.Add(v.y);
                pathfindingResult.Zs.Add(v.z);
            }

            //找到玩家所在房间进行广播
            Moba5V5Room room = Game.Scene.GetComponent <Moba5V5Component>().GetGamingRoom(gamer);

            room.Broadcast(pathfindingResult);
        }
Example #3
0
        /// <summary>
        /// 玩家寻路组件对外接口 消息处理方法中使用
        /// </summary>
        public static async ETVoid MoveTo(this GamerPathComponent self, Vector3 target)
        {
            if ((self.Target - target).magnitude < 0.1f)
            {
                return;
            }

            self.Target = target;

            Gamer gamer = self.GetParent <Gamer>();

            //全局寻路组件 用于计算路径
            PathfindingComponent pathfindingComponent = Game.Scene.GetComponent <PathfindingComponent>();

            self.ABPath = ComponentFactory.Create <ETModel.ABPath, Vector3, Vector3>(gamer.Position,
                                                                                     new Vector3(target.x, target.y, target.z)); //创建路径 寻路组件的接口
            pathfindingComponent.Search(self.ABPath);
            //Log.Debug($"寻路查询结果: {self.ABPath.Result.ListToString()}");

            self.CancellationTokenSource?.Cancel();   //取消当前寻路
            self.CancellationTokenSource = new CancellationTokenSource();
            await self.MoveAsync(self.ABPath.Result); //开始移动

            self.CancellationTokenSource.Dispose();
            self.CancellationTokenSource = null;
        }
Example #4
0
        /// <summary>
        /// 移动任务处理方法
        /// </summary>
        public static async ETTask MoveAsync(this GamerPathComponent self, List <Vector3> path)
        {
            Gamer gamer = self.GetParent <Gamer>();

            if (path.Count == 0)
            {
                return;
            }
            // 第一个点是unit的当前位置,所以不用发送
            for (int i = 1; i < path.Count; ++i)
            {
                // 每移动3个点发送下3个点给客户端
                if (i % 3 == 1)
                {
                    self.BroadcastPath(path, i, 3);
                }
                Vector3 v3 = path[i];
                await gamer.GetComponent <GamerMoveComponent>().MoveToAsync(v3, self.CancellationTokenSource.Token);
            }
        }