public ICommandResult Simulate(ICommandInput commandInput, Unit unit) { CommandInput_Move input_Move = commandInput as CommandInput_Move; UnitPathComponent unitPathComponent = unit.GetComponent <UnitPathComponent>(); PathfindingComponent pathfindingComponent = Game.Scene.GetComponent <PathfindingComponent>(); unitPathComponent.ABPath = ComponentFactory.Create <ABPathWrap, Vector3, Vector3>(unit.Position, input_Move.clickPos); pathfindingComponent.Search(unitPathComponent.ABPath); CommandResult_Move result_Move = CommandGCHelper.GetCommandResult <CommandResult_Move>(); result_Move.Path = unitPathComponent.ABPath.Result; // result_Move.dir = input_Move.moveDir;// 暂时就以输入的方向作为角色的方向 return(result_Move); }
public void Awake() { this.mainCamera = Camera.main; this.mapMask = LayerMask.GetMask("Map"); commandInput = new CommandInput_Move(); Cinemachine.CinemachineCore.GetInputAxis = AxisInputDelegate; ReferenceCollector rc = mainCamera.GetComponent <ReferenceCollector>(); playerCam = rc.Get <GameObject>("PlayerCam").GetComponent <CinemachineVirtualCamera>(); Unit = GetParent <Unit>(); //playerCam.Follow = Unit.GameObject.transform; //playerCam.LookAt = Unit.GameObject.GetComponentInChildren<CameraFollowHelper>().unitHead; ResetPosition(); // playerCam.Follow = Unit.GameObject.transform; mainCamera.GetComponent <MonoBehaviorEventHelpr>().appFocusEvent = (b) => { incontrol = b; }; }