public IsHaveStateFlag ( CharacterState_Type type ) : bool | ||
type | CharacterState_Type | |
Résultat | bool |
private void MoveNpc(EntityInfo obj, long deltaTime) { if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep) || obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition)) { return; } MovementStateInfo msi = obj.GetMovementStateInfo(); //npc执行移动时忽略阻挡与避让,这些行为由ai模块在规划其路径时执行。 if (!obj.IsDead() && obj.CanMove && msi.IsMoving && !msi.IsSkillMoving) { ScriptRuntime.Vector3 pos = msi.GetPosition3D(); float speed = (float)obj.GetActualProperty().MoveSpeed; float distance = (speed * (float)(int)deltaTime) / 1000.0f; ScriptRuntime.Vector3 dir = msi.TargetDir; //LogSystem.Debug("MovementSystem npc:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance); float x = 0, y = 0; if (msi.CalcDistancSquareToTarget() < distance * distance) { x = msi.TargetPosition.X; y = msi.TargetPosition.Z; ScriptRuntime.Vector2 newPos = new ScriptRuntime.Vector2(x, y); msi.SetPosition2D(newPos); msi.IsMoving = false; User user = obj.CustomData as User; if (null != user) { Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(obj); if (null != npcMoveBuilder) { Scene scene = user.OwnRoom.ActiveScene; if (null != scene) { scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder); } } } } else { ScriptRuntime.Vector3 tpos = pos + dir * distance; msi.SetPosition(tpos); } } }
internal bool HaveState(int objId, string state) { EntityInfo entity = m_Scene.EntityManager.GetEntityInfo(objId); if (null != entity) { return(entity.IsHaveStateFlag(CharacterStateUtility.FromString(state))); } return(false); }
internal bool HaveState(int objId, string state) { EntityViewModel view = GetEntityViewById(objId); if (null != view && null != view.Entity) { EntityInfo npc = view.Entity; return(npc.IsHaveStateFlag(CharacterStateUtility.FromString(state))); } return(false); }
private void MoveNpc(EntityInfo obj, long deltaTime) { if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep) || obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition)) { return; } MovementStateInfo msi = obj.GetMovementStateInfo(); //npc执行移动时忽略阻挡与避让,这些行为由ai模块在规划其路径时执行。 if (!obj.IsDead() && obj.CanMove && msi.IsMoving && !msi.IsSkillMoving) { ScriptRuntime.Vector3 pos = msi.GetPosition3D(); float speed = (float)obj.GetActualProperty().MoveSpeed; float distance = (speed * (float)(int)deltaTime) / 1000.0f; ScriptRuntime.Vector3 dir = msi.TargetDir; //LogSystem.Debug("MovementSystem npc:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance); float x = 0, y = 0; if (msi.CalcDistancSquareToTarget() < distance * distance) { x = msi.TargetPosition.X; y = msi.TargetPosition.Z; ScriptRuntime.Vector2 newPos = new ScriptRuntime.Vector2(x, y); msi.SetPosition2D(newPos); msi.IsMoving = false; User user = obj.CustomData as User; if (null != user) { Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(obj); if (null != npcMoveBuilder) { Scene scene = user.OwnRoom.ActiveScene; if (null != scene) { scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder); } } } } else { ScriptRuntime.Vector3 tpos = pos + dir * distance; msi.SetPosition(tpos); } } }
public static EntityInfo GetSeeingLivingCharacterInfoHelper(EntityInfo srcObj, int id) { EntityInfo target = srcObj.EntityManager.GetEntityInfo(id); if (null != target) { if (target.IsHaveStateFlag(CharacterState_Type.CST_Hidden)) { target = null; } else if (target.IsDead()) { target = null; } else if (!CanSee(srcObj, target)) { target = null; } } return(target); }
public static bool CanSee(EntityInfo source, EntityInfo target, float distSqr, Vector3 pos1, Vector3 pos2) { bool ret = false; if (null != source && null != target) { //一、先判断距离 if (distSqr < source.ViewRange * source.ViewRange) { //二、再判断逻辑 //后面修改的同学注意下: //1、我们目前的object层是数据接口层,是不需要使用多态的。概念变化的可能性比功能变化的可能性要小很多,所以我们将多态机制应用到Logic里。 //2、逻辑上的影响可能是对象buff或类型产生,如果判断逻辑比较复杂,采用结构化编程的风格拆分成多个函数即可。 //3、另一个不建议用多态理由是这个函数的调用频率会很高。 if (source.GetCampId() == target.GetCampId() || (!target.IsHaveStateFlag(CharacterState_Type.CST_Hidden))) //隐身状态判断(未考虑反隐) { ret = true; //移动版本不计算视野,只考虑逻辑上的几个点供ai用 } } } return(ret); }
public static bool CanSee(EntityInfo source, EntityInfo target, float distSqr, Vector3 pos1, Vector3 pos2) { bool ret = false; if (null != source && null != target) { //一、先判断距离 if (distSqr < source.ViewRange * source.ViewRange) { //二、再判断逻辑 //后面修改的同学注意下: //1、我们目前的object层是数据接口层,是不需要使用多态的。概念变化的可能性比功能变化的可能性要小很多,所以我们将多态机制应用到Logic里。 //2、逻辑上的影响可能是对象buff或类型产生,如果判断逻辑比较复杂,采用结构化编程的风格拆分成多个函数即可。 //3、另一个不建议用多态理由是这个函数的调用频率会很高。 if (source.GetCampId() == target.GetCampId() || (!target.IsHaveStateFlag(CharacterState_Type.CST_Hidden))) {//隐身状态判断(未考虑反隐) ret = true;//移动版本不计算视野,只考虑逻辑上的几个点供ai用 } } } return ret; }