Esempio n. 1
0
    //更新运行状态
    void UpdateRunningState()
    {
        if (nearbyDefenderPlayerSet.Count > 0 || nearbyAttackerPlayerSet.Count <= 0)
        {
            curState  = CarFSMState.Stop;
            moveSpeed = 0.0f;
        }
        else
        {
            moveSpeed = speed * nearbyAttackerPlayerSet.Count; //人越多 推的越快

            //计算宝物车已经走过的路程
            float length = trailReference.spline.Length();
            distance = Mathf.Clamp(distance + moveSpeed * Time.deltaTime, 0, length - 0.1f);

            //计算宝物车的位置和朝向
            Vector3 forward  = trailReference.spline.FindTangentFromDistance(distance);
            Vector3 position = trailReference.spline.FindPositionFromDistance(distance);

            if (forward != Vector3.zero)
            {
                transform.forward  = forward;
                transform.position = new Vector3(position.x, transform.position.y, position.z);
            }
            if (length - distance <= 0.1f)
            {
                curState = CarFSMState.Finish;
            }
        }
    }
Esempio n. 2
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 //更新停止状态
 void UpdateStopState()
 {
     if (nearbyAttackerPlayerSet.Count > 0 && nearbyDefenderPlayerSet.Count <= 0)
     {
         curState = CarFSMState.Running;
     }
 }
Esempio n. 3
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 //使CarController开始工作
 public void StartWorking()
 {
     if (!PhotonNetwork.isMasterClient)
     {
         return;
     }
     curState = CarFSMState.Prepare;
 }
Esempio n. 4
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 void Start()
 {
     agent    = GetComponent <NavMeshAgent>();
     curState = CarFSMState.Disable;
     if (agent != null)
     {
         agent.enabled = false;
     }
     distance = 0.0f;
 }
Esempio n. 5
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    //更新起始状态
    void UpdatePrepareState()
    {
        float step = speed * Time.deltaTime;

        transform.position = Vector3.MoveTowards(transform.position, trailReference.spline.FindPositionFromDistance(0) + offset, step);
        if (Vector3.Distance(transform.position, trailReference.spline.FindPositionFromDistance(0) + offset) <= 0.1f)
        {
            curState = CarFSMState.Running;
        }
    }
Esempio n. 6
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 //同步更新宝物车的状态和数据
 void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
 {
     if (stream.isWriting)                                           //本地玩家发送数据
     {
         stream.SendNext(curState);
         stream.SendNext(moveSpeed);
         stream.SendNext(distance);
     }
     else                                                                            //远程玩家接收数据
     {
         curState  = (CarFSMState)stream.ReceiveNext();
         moveSpeed = (float)stream.ReceiveNext();
         distance  = (float)stream.ReceiveNext();
     }
 }