Example #1
0
    public void SetMovePoint(MovePoint mp)
    {
        SetPosition(mp.start.x, mp.start.y);
        moveToPoint = mp.end;

        SetAnimState(AnimationState.WalkForward);
    }
 public Character_Movement_c(Int32 charId,
                             MovePoint movePoint)
     : base((Int32)PacketType.Character_Movement_c)
 {
     this.charId    = charId;
     this.movePoint = movePoint;
 }
Example #3
0
 private void JumpIfNeed(MovePoint movePoint)
 {
     if (_isInverseDirection == false && movePoint.IsJump || _isInverseDirection && movePoint.IsInverseJump)
     {
         _mover.Jump();
     }
 }
Example #4
0
    void Update(float time)
    {
        float fDiff;
        float fIndex = time * MovePoints.Count;
        int   index  = (int)fIndex;

        fDiff = fIndex - index;

        if (index >= MovePoints.Count)
        {
            index = MovePoints.Count - 1;
        }

        MovePoint move_point = new MovePoint();

        if (index < MovePoints.Count - 1)
        {
            MovePoint move_point1 = MovePoints[index];
            MovePoint move_point2 = MovePoints[index + 1];

            move_point.Position = Vector2.Lerp(move_point1.Position, move_point2.Position, fDiff);
            move_point.Angle    = Mathf.LerpAngle(move_point1.Angle, move_point2.Angle, fDiff);
        }
        else
        {
            move_point = MovePoints[index];
        }

        transform.position = move_point.Position;
        transform.rotation = Quaternion.identity;
        transform.Rotate(transform.forward, move_point.Angle);
    }
Example #5
0
        /// <summary>
        /// MovePoint内の座標からランダムに座標を取得
        /// </summary>
        /// <param name="iMovePoint">MovePoint</param>
        /// <returns>ランダムな座標</returns>
        private Point getRandomPoint(MovePoint iMovePoint)
        {
            Point ret = new Point(0, 0);
            int   min = 0;
            int   max = 0;

            //X
            if (iMovePoint.Point1.X > iMovePoint.Point2.X)
            {
                min = (int)(iMovePoint.Point2.X * 10);
                max = (int)(iMovePoint.Point1.X * 10);
            }
            else
            {
                min = (int)(iMovePoint.Point1.X * 10);
                max = (int)(iMovePoint.Point2.X * 10);
            }
            ret.X = rnd.Next(min, max) / 10;
            //Z
            if (iMovePoint.Point1.Z > iMovePoint.Point2.Z)
            {
                min = (int)(iMovePoint.Point2.Z * 10);
                max = (int)(iMovePoint.Point1.Z * 10);
            }
            else
            {
                min = (int)(iMovePoint.Point1.Z * 10);
                max = (int)(iMovePoint.Point2.Z * 10);
            }
            ret.Z = rnd.Next(min, max) / 10;
            return(ret);
        }
Example #6
0
	void Update(float time)
	{
		float fDiff;
		float fIndex = time * MovePoints.Count;
		int index =  (int)fIndex;
		
		fDiff = fIndex - index;
		
		if (index >= MovePoints.Count)
		{
			index = MovePoints.Count - 1;
		}
		
		MovePoint move_point = new MovePoint();
		
		if (index<MovePoints.Count-1)
		{
			MovePoint move_point1 = MovePoints[index];
			MovePoint move_point2 = MovePoints[index+1];
			
			move_point.Position = Vector2.Lerp(move_point1.Position, move_point2.Position, fDiff);
			move_point.Angle = Mathf.LerpAngle(move_point1.Angle, move_point2.Angle, fDiff);
		}
		else
		{
			move_point = MovePoints[index];
		}

		transform.position = move_point.Position;
		transform.rotation = Quaternion.identity;
		transform.Rotate(transform.forward, move_point.Angle);
	}
 public void SetMovePointsPath(MovePoint[] points)
 {
     currentMovePoint = null;
     movePoints.Clear();
     foreach (MovePoint p in points)
     {
         movePoints.Enqueue(p);
     }
 }
 private void SetCurrentMovePoint(MovePoint mp)
 {
     currentMovePoint = mp;
     position         = currentMovePoint.start;
     this.Inform_CharacterMovePoint(this, currentMovePoint);
     foreach (GameCharacter c in this.CharsSeenBy)
     {
         c.Inform_CharacterMovePoint(this, currentMovePoint);
     }
 }
Example #9
0
//	public void OnDrawGizmos()
//	{
//		Gizmos.color = Color;
//		List<Vector3> points = GetPoints();
//		for (int i = 0; i < points.Count - 1; i++)
//		{
//			Gizmos.DrawLine(points[i]., points[i + 1]);
//			Gizmos.DrawSphere(points[i], HandleUtility.GetHandleSize(transform.position) * 0.04f);
//		}
//		
////		
////		#if UNITY_EDITOR
////		if (Selection.activeGameObject != gameObject)
////		{
////			foreach (Transform waypoint in Waypoints)
////			{
////				Gizmos.DrawSphere(waypoint.transform.position, HandleUtility.GetHandleSize(transform.position) * 0.05f);
////			}
////		}
////		#endif
//	}

	public List<MovePoint> GetPoints()
	{
		List<MovePoint> ret = new List<MovePoint>();
		foreach (var item in Points) 
		{
			MovePoint pt = new MovePoint(item);
			pt.Position += new Vector2(transform.position.x, transform.position.y);
			ret.Add(pt);
		}
		return ret;
	}
Example #10
0
 public void SetCharacter_MovePoint(int id, MovePoint mp)
 {
     if (characters.ContainsKey(id))
     {
         characters[id].SetMovePoint(mp);
     }
     else
     {
         Debug.LogError("CharacterListController failed to update stats for character. Does not exist: " + id);
     }
 }
Example #11
0
//	public void OnDrawGizmos()
//	{
//		Gizmos.color = Color;
//		List<Vector3> points = GetPoints();
//		for (int i = 0; i < points.Count - 1; i++)
//		{
//			Gizmos.DrawLine(points[i]., points[i + 1]);
//			Gizmos.DrawSphere(points[i], HandleUtility.GetHandleSize(transform.position) * 0.04f);
//		}
//
////
////		#if UNITY_EDITOR
////		if (Selection.activeGameObject != gameObject)
////		{
////			foreach (Transform waypoint in Waypoints)
////			{
////				Gizmos.DrawSphere(waypoint.transform.position, HandleUtility.GetHandleSize(transform.position) * 0.05f);
////			}
////		}
////		#endif
//	}

    public List <MovePoint> GetPoints()
    {
        List <MovePoint> ret = new List <MovePoint>();

        foreach (var item in Points)
        {
            MovePoint pt = new MovePoint(item);
            pt.Position += new Vector2(transform.position.x, transform.position.y);
            ret.Add(pt);
        }
        return(ret);
    }
Example #12
0
        void CalcMoveEvalution(MovePoint mp)
        {
            // 行動の対象がいるかどうかと、その価値
            var action_e = 5;

            {
                int num, effective_point_avg, effective_point_max;
                if (IsExistActionTarget(mp.map_x, mp.map_y, out num, out effective_point_avg, out effective_point_max, null))
                {
                    action_e = 0;
                }
            }
            mp.evaluation -= action_e;
        }
        //Private
        private void HandleMovement(float frameDiff)
        {
            float unitsToMove = stats.MoveSpeed * frameDiff;

            while (!float.IsNaN(unitsToMove))
            {
                this.position = CalculateMove(position, currentMovePoint.end, ref unitsToMove);
                if (!float.IsNaN(unitsToMove))
                {
                    if (movePoints.Count != 0)
                    {
                        SetCurrentMovePoint(movePoints.Dequeue());
                    }
                    else
                    {
                        unitsToMove      = float.NaN;
                        currentMovePoint = null;
                    }
                }
            }
        }
 protected internal SpriteMovePointFinishedEventArgs(Sprite _sprite, Movement _movement, MovePoint _movePoint)
 {
     sprite    = _sprite;
     movement  = _movement;
     movePoint = _movePoint;
 }
 public override void Inform_CharacterMovePoint(GameCharacter charFrom, MovePoint mp)
 {
     this.SendPacket(new ClientToInstancePackets.Character_Movement_c(charFrom.Id, mp));
 }
Example #16
0
	public MovePointSerializable(MovePoint point)
	{
		x = point.Position.x;
		y = point.Position.y;
		Angle = point.Angle;
	}
 public abstract void Inform_CharacterMovePoint(GameCharacter charFrom, MovePoint mp);
Example #18
0
    // Lot of starting shit happends here
    void findStartEndPoint()
    {
        int offNum;

        switch(spawnPoint) {
        case MovePoint.leftBottom:
            offNum = Random.Range(0, 3);

            switch(offNum) {
            case 0:
                offPoint = MovePoint.rightBottom;
                willRear = (((int)Mathf.Round((Random.value))) == 1) ? true : false;
                break;
            case 1:
                offPoint = MovePoint.rightSide;
                willRear = true;
                break;
            case 2:
                offPoint = MovePoint.rightBack;
                willRear = true;
                break;
            default:
                offPoint = MovePoint.rightSide;
                willRear = true;
                break;
            }

            quitPoint = MovePoint.rightBottom;

            startLocation = getMovePointPos(spawnPoint);
            offLocation = getMovePointPos(offPoint);

            break;
        case MovePoint.rightBottom:
            offNum = Random.Range(0, 3);

            switch(offNum) {
            case 0:
                offPoint = MovePoint.leftBottom;
                willRear = (((int)Mathf.Round((Random.value))) == 1) ? true : false;
                break;
            case 1:
                offPoint = MovePoint.leftSide;
                willRear = true;
                break;
            case 2:
                offPoint = MovePoint.leftBack;
                willRear = true;
                break;
            default:
                offPoint = MovePoint.leftSide;
                willRear = true;
                break;
            }

            quitPoint = MovePoint.leftBottom;

            startLocation = getMovePointPos(spawnPoint);
            offLocation = getMovePointPos(offPoint);

            break;
        case MovePoint.leftSide:
            offPoint = MovePoint.rightBottom;

            quitPoint = MovePoint.rightBottom;

            startLocation = getMovePointPos(spawnPoint);
            offLocation = getMovePointPos(offPoint);

            willRear = true;
            break;
        case MovePoint.rightSide:
            offPoint = MovePoint.leftBottom;

            quitPoint = MovePoint.leftBottom;

            startLocation = getMovePointPos(spawnPoint);
            offLocation = getMovePointPos(offPoint);

            willRear = true;
            break;
        default:
            break;
        }
    }
Example #19
0
	public MovePoint(MovePoint point)
	{
		Position = point.Position;
		Angle  = point.Angle;
	}
Example #20
0
    Vector3 getMovePointPos(MovePoint point)
    {
        Vector3 posVector = new Vector3(0, 0, 0);
        float xPos = 0;
        float zPos = 0;
        switch(point) {
        case MovePoint.leftBottom:
            xPos = Random.Range(enterPointX[0].min, enterPointX[0].max);
            zPos = Random.Range(enterPointZ[0].min, enterPointZ[0].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        case MovePoint.rightBottom:
            xPos = Random.Range(enterPointX[1].min, enterPointX[1].max);
            zPos = Random.Range(enterPointZ[0].min, enterPointZ[0].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        case MovePoint.leftSide:
            xPos = Random.Range(enterPointX[0].min, enterPointX[0].max);
            zPos = Random.Range(enterPointZ[1].min, enterPointZ[1].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        case MovePoint.rightSide:
            xPos = Random.Range(enterPointX[1].min, enterPointX[1].max);
            zPos = Random.Range(enterPointZ[1].min, enterPointZ[1].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        case MovePoint.leftBack:
            xPos = Random.Range(enterPointX[2].min, enterPointX[2].max);
            zPos = Random.Range(enterPointZ[2].min, enterPointZ[2].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        case MovePoint.rightBack:
            xPos = Random.Range(enterPointX[3].min, enterPointX[3].max);
            zPos = Random.Range(enterPointZ[2].min, enterPointZ[2].max);
            posVector = new Vector3(xPos, 0, zPos);
            break;
        default:
            break;
        }

        return posVector;
    }
        protected override Composite CreateBehavior()
        {
            return(_root ?? (_root =
                                 new PrioritySelector(

                                     // first state catches if we are done just in case
                                     new Decorator(ret => _isBehaviorDone,
                                                   new Action(delegate
            {
                return RunStatus.Success;
            })),

                                     // if we hit the load screen and we are back in game
                                     new Decorator(ret => _isInPortal && ObjectManager.IsInGame && StyxWoW.Me != null,
                                                   new Action(delegate
            {
                _isBehaviorDone = true;
                UtilLogMessage("info", "Went thru portal.");
                Thread.Sleep(500);
                WoWMovement.MoveStop();
                Thread.Sleep(500);
                return RunStatus.Success;
            })),

                                     // if zone name changed
                                     new Decorator(ret => ZoneText != StyxWoW.Me.ZoneText,
                                                   new Action(ret => _isInPortal = true)),

                                     // if load screen is visible
                                     new Decorator(ret => !ObjectManager.IsInGame || StyxWoW.Me == null,
                                                   new Action(ret => _isInPortal = true)),

                                     // if we are within 2 yards of calculated end point we should never reach
                                     new Decorator(ret => MovePoint.Distance(Me.Location) < 2,
                                                   new Action(delegate
            {
                _isBehaviorDone = true;
                WoWMovement.MoveStop();
                UtilLogMessage("fatal", "Unable to reach end point.  Failed to go through portal.");
                return RunStatus.Success;
            })),

                                     new Decorator(ret => Timeout != 0 && Timeout < System.Environment.TickCount,
                                                   new Action(delegate
            {
                _isBehaviorDone = true;
                WoWMovement.MoveStop();
                UtilLogMessage("fatal", "Timed out after {0} ms.  Failed to go through portal", Timeout);
                return RunStatus.Success;
            })),

                                     new Decorator(ret => !StyxWoW.Me.IsMoving,
                                                   new Action(delegate
            {
                UtilLogMessage("info", "Moving to {0}", MovePoint);
                WoWMovement.ClickToMove(MovePoint);
                return RunStatus.Success;
            }))
                                     )
                             ));
        }
Example #22
0
 public MovePointSerializable(MovePoint point)
 {
     x     = point.Position.x;
     y     = point.Position.y;
     Angle = point.Angle;
 }
Example #23
0
 public MovePoint(MovePoint point)
 {
     Position = point.Position;
     Angle    = point.Angle;
 }
Example #24
0
 public override void Inform_CharacterMovePoint(GameCharacter charFrom, MovePoint mp)
 {
     //Log.Log(this.GetHashCode() + ": Move- " + charFrom.GetHashCode() + "- " + mp.start.ToString() + "->" + mp.end.ToString());
 }
Example #25
0
    int FindPath(int count, Vector3 start, Vector3 previous, List <MovePoint> result)
    {
        //超過步數限制 終止
        if (count > maxSteps)
        {
            Debug.Log("STEP OUT");
            return(-1);
        }

        //在一步範圍內 =>到達
        else if (Vector3.Distance(start, goal.position) < stepWidth)
        {
            MovePoint final = new MovePoint();
            final.point = goal.position;
            result.Add(final);

            Debug.Log("到達!");
            return(0);
        }


        //判斷下個點
        else
        {
            Vector3    dir = goal.position - start;
            RaycastHit hit;

            if (Physics.Raycast(start, dir.normalized, out hit, stepWidth))
            {
                //遇到障礙物  檢查是否可以跳過
                Vector3 _next = new Vector3();
                if (CheckCanJump(hit.point, start, out _next))
                {
                    Debug.Log("可跳過 " + hit.transform.name);

                    if (FindPath(count + 1, _next, start, result) != -1)
                    {
                        result.Add(new MovePoint(start));
                        return(count);
                    }
                    else
                    {
                        return(-1);
                    }
                }

                //不可跳躍障礙 => 分裂路線
                else if (hit.normal != previous_split_normal)
                {
                    Debug.Log("不可跳過 " + hit.transform.name + " " + count);
                    //Split
                    previous_split_normal = hit.normal;

                    var s = Split(previous, start, hit);

                    List <MovePoint> res1 = new List <MovePoint>();
                    List <MovePoint> res2 = new List <MovePoint>();

                    //res1.Add(new MovePoint(start));
                    //res2.Add(new MovePoint(start));

                    if (s.Count == 2)
                    {
                        Debug.DrawLine(start, s[0], Color.magenta, 15);
                        Debug.DrawLine(start, s[1], Color.magenta, 15);
                        int r1 = FindPath(count + 1, s[0], start, res1);
                        Debug.Log("split 1 result: " + r1);
                        //若不取最短路線,則找到第一條可行的就好
                        if (!shortest && r1 != -1)
                        {
                            result.AddRange(res1);
                            return(count);
                        }
                        else
                        {
                            int r2 = FindPath(count + 1, s[1], start, res2);
                            Debug.Log("split 2 result: " + r2);
                            //Debug.Log(res1.Count + " vs " + res2.Count);

                            //兩條路都可走則取最短
                            if (r1 != -1 && r2 != -1)
                            {
                                if (res1.Count > res2.Count)
                                {
                                    result.AddRange(res2);
                                }
                                else
                                {
                                    result.AddRange(res1);
                                }
                            }
                            //走r2
                            else if (r1 == -1 && r2 != -1)
                            {
                                result.AddRange(res2);
                            }
                            //走r1
                            else if (r2 == -1 && r1 != -1)
                            {
                                result.AddRange(res1);
                            }
                            //兩條都不通
                            else if (r2 == -1 && r1 == -1)
                            {
                                return(-1);
                            }
                        }

                        result.Add(new MovePoint(start));
                        return(count);
                    }

                    //只有一條路
                    else if (s.Count == 1)
                    {
                        if (FindPath(count + 1, s[0], previous, res1) != -1)
                        {
                            result.AddRange(res1);
                            result.Add(new MovePoint(start));
                            return(count);
                        }
                    }
                    //找不到路
                    else
                    {
                        Debug.Log("split to 0 => return -1 " + count);
                        return(-1);
                    }
                }
                else
                {
                    //照上一次移動方向移動
                    Vector3 _move = (start - previous).normalized * stepWidth + start;
                    if (FindPath(count + 1, _move, start, result) != -1)
                    {
                        result.Add(new MovePoint(start));
                        return(count);
                    }
                }
            }

            //無障礙物
            else
            {
                previous_split_normal = Vector3.zero;

                //檢查下個點是否浮空
                Vector3 _next    = new Vector3();
                Vector3 nextStop = start + dir.normalized * stepWidth;

                //跳躍
                if (CheckCanJump(Vector3.zero, start, out _next))
                {
                    if (FindPath(count + 1, _next, start, result) != -1)
                    {
                        result.Add(new MovePoint(start));
                        return(count);
                    }
                    else
                    {
                        return(-1);
                    }
                }

                //可直行
                else if (FindPath(count + 1, nextStop, start, result) != -1)
                {
                    //Debug.Log("直行");
                    result.Add(new MovePoint(start));
                    return(count);
                }
                else
                {
                    return(-1);
                }
            }
        }
        return(-1);
    }
Example #26
0
        public void Run()
        {
            var game_main = GameMain.GetInstance();
            var g3d_map   = game_main.g3d_map;

            // まず移動させよう
            // 移動範囲を表示、算出して
            move_area.Check(select_unit.map_x, select_unit.map_y, select_unit.bt.status["MOVE"].now, select_unit.bt.status["JUMP"].now);

            // 移動できる場所をリストアップ
            var move_point_list = new List <MovePoint>();

            for (var mx = 0; mx < move_area.map_w; mx++)
            {
                for (var my = 0; my < move_area.map_h; my++)
                {
                    if (move_area.IsInside(mx, my))
                    {
                        var mp = new MovePoint();
                        mp.map_x      = mx;
                        mp.map_y      = my;
                        mp.evaluation = 0; //とりあえず初期値
                        move_point_list.Add(mp);
                    }
                }
            }
            { // 移動しない場合
                var mp = new MovePoint();
                mp.map_x = select_unit.map_x;
                mp.map_y = select_unit.map_y;
                move_point_list.Add(mp);
            }

            // 移動できる場所を判定
            MovePoint max_mp        = null;
            var       max_evalution = 0.0;

            foreach (var mp in move_point_list)
            {
                var evalution = 0.0;
                CalcMoveEvalution(mp);
                evalution = mp.evaluation * 3;
                var rs = CalcRangeStatus(mp.map_x, mp.map_y, false);
                evalution += (-rs.evaluation_min) / 5 + (-rs.evaluation_avg) / 10;

                //Console.WriteLine("{0},{1} ({2}) {3}  {4}", mp.map_x,mp.map_y, mp.evaluation, rs.evaluation_min, rs.evaluation_avg);

                if (max_mp == null || max_evalution < evalution)
                {
                    max_evalution = evalution;
                    max_mp        = mp;
                }
            }
            Thread.Sleep(100);

            // 移動を実行
            if (max_mp.map_x != select_unit.map_x || max_mp.map_y != select_unit.map_y)
            {
                var t = new STask((param) =>
                {
                    select_unit.Move(max_mp.map_x, max_mp.map_y, true);
                    GameMain.GetInstance().g3d_map.ClearRangeAreaEffect();
                }, null);
                STaskManager.Add(t);
                t.WaitEnd();
            }
            Console.WriteLine("pos " + select_unit.map_x + "," + select_unit.map_y);

            Thread.Sleep(100);
            // 行動を決める
            {
                var action_datas = new ActionDatas();
                int num, effective_point_avg, effective_point_max;
                if (IsExistActionTarget(max_mp.map_x, max_mp.map_y, out num, out effective_point_avg, out effective_point_max, action_datas))
                {
                    Console.WriteLine("----A");
                    Console.WriteLine("pos " + select_unit.map_x + "," + select_unit.map_y);
                    var t = new STask((param) =>
                    {
                        var a  = action_datas.actions[0];
                        var ad = ActionDataManager.GetActionData(a.command);

                        var target_unit = game_main.unit_manager.GetUnit(a.target_map_x, a.target_map_y);
                        if (target_unit != null)
                        {
                            game_main.user_interface.SetStatusUnit(target_unit);
                        }

                        Console.WriteLine("DoAction {0} {1} {2} {3}", a.command, ad.range_type, select_unit.name, a.target.name);
                        scene_battle.DoAction(a.command, ad.range_type, select_unit, a.target_map_x, a.target_map_y, false);
                    }, null);
                    Console.WriteLine("----B");
                    Console.WriteLine("pos " + select_unit.map_x + "," + select_unit.map_y);
                    STaskManager.Add(t);
                    Console.WriteLine("----C");
                    Console.WriteLine("pos " + select_unit.map_x + "," + select_unit.map_y);
                    t.WaitEnd();
                }
            }
            Thread.Sleep(100);
            g3d_map.ClearRangeAreaEffect();

            //Thread.Sleep(1000);
            //scene_battle.NextUnitTurn();

            is_thread_end = true;
            Console.WriteLine("BattleAI Run End");
        }
Example #27
0
 public void Move(int dx, int dy)
 {
     this.Point = MovePoint.Move(this.Point, dx, dy);
 }
Example #28
0
 // Public method to start the deer when not debug
 public void setPreInits(Transform newFlowerLink, MovePoint newSpawnPoint)
 {
     flowerLink = newFlowerLink;
     spawnPoint = newSpawnPoint;
     preInitedCheck();
 }