/// <summary>
        /// 移动到目标点,随后进入指定状态(如果有的话)
        /// </summary>
        /// <param name="self"></param>
        /// <param name="target"></param>
        /// <param name="bindState"></param>
        /// <param name="nextState"></param>
        /// <param name="targetRange">目标范围,当自身与目标位置小于等于此范围时,则停止寻路,进入NextState</param>
        /// <returns></returns>
        private static async ETVoid MoveTodoSomething(this UnitPathComponent self, Vector3 target, AFsmStateBase bindState,
                                                      AFsmStateBase nextState = null, float targetRange = 0)
        {
            self.BindState = bindState;
            self.NextState = nextState;

            self.Target      = target;
            self.TargetRange = targetRange;

            Unit unit = self.GetParent <Unit>();

            RecastPathComponent recastPathComponent = Game.Scene.GetComponent <RecastPathComponent>();
            RecastPath          recastPath          = ReferencePool.Acquire <RecastPath>();

            recastPath.StartPos = unit.Position;
            recastPath.EndPos   = new Vector3(target.x, target.y, target.z);
            self.RecastPath     = recastPath;
            //TODO 因为目前阶段只有一张地图,所以默认mapId为10001
            recastPathComponent.SearchPath(10001, self.RecastPath);
            //Log.Debug($"find result: {self.ABPath.Result.ListToString()}");

            self.CancellationTokenSource?.Cancel();
            self.CancellationTokenSource = new CancellationTokenSource();
            await self.MoveAsync(self.RecastPath.Results);

            self.CancellationTokenSource.Dispose();
            self.CancellationTokenSource = null;

            if (nextState != null)
            {
                self.Entity.GetComponent <StackFsmComponent>().ChangeState(nextState);
            }

            self.Entity.GetComponent <StackFsmComponent>().RemoveState(bindState.StateName);
        }
Exemple #2
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        public static async ETVoid MoveTo_InternalWithOutStateChange(this UnitPathComponent self, Vector3 target)
        {
            if ((self.Target - target).magnitude < 0.1f)
            {
                return;
            }

            self.Target = target;

            Unit unit = self.GetParent <Unit>();

            RecastPathComponent recastPathComponent = Game.Scene.GetComponent <RecastPathComponent>();
            RecastPath          recastPath          = ReferencePool.Acquire <RecastPath>();

            recastPath.StartPos = unit.Position;
            recastPath.EndPos   = new Vector3(target.x, target.y, target.z);
            self.RecastPath     = recastPath;
            //TODO 因为目前阶段只有一张地图,所以默认mapId为10001
            recastPathComponent.SearchPath(10001, self.RecastPath);
            //Log.Debug($"find result: {self.ABPath.Result.ListToString()}");

            self.ETCancellationTokenSource?.Cancel();
            self.ETCancellationTokenSource = ComponentFactory.Create <ETCancellationTokenSource>();
            await self.MoveAsync(self.RecastPath.Results);

            self.ETCancellationTokenSource.Dispose();
        }