Esempio n. 1
0
    void EnterFollowState(fsm.State _from, fsm.State _to, fsm.Event _event)
    {
        GameSys.Log("NPC开始跟随");
        if (moveFSM != null)
        {
            moveFSM.UnLockMoving();
        }
        int  count     = curTarget.positionSlots.Count;
        bool foundSlot = false;

        for (int i = 0; i < count; i++)
        {
            if (curTarget.positionSlots[i].occupyObj == null)
            {
                foundSlot  = true;
                followSlot = i;
            }
        }
        if (!foundSlot)
        {
            followSlot = curTarget.AddPositionSlot();
        }
        curTarget.positionSlots[followSlot].occupyObj = this.gameObject;
        MoveTo(curTarget.positionSlots[followSlot].obj.transform.position);
    }
Esempio n. 2
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 void EnterBackonState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC进入招手状态");
     timer = 0;
     if (animFSM != null)
     {
         animFSM.BeckOn();
     }
 }
Esempio n. 3
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 void EnterCowerState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC感到害怕");
     if (animFSM != null)
     {
         animFSM.Cower();
     }
     timer = 1;
 }
Esempio n. 4
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 void EnterIdleState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC停下来思考");
     StopMovingTo();
     FaceToPlayer();
     if (animFSM != null)
     {
         animFSM.Idle();
     }
 }
Esempio n. 5
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    void EnterFinishedState(fsm.State _from, fsm.State _to, fsm.Event _event)
    {
        GameSys.Log("任务完成");
        stateMachine.Stop();

        StopMovingTo();
        if (animFSM != null)
        {
            animFSM.Idle();
        }
        if (finishedCallback != null)
        {
            finishedCallback(actorInfo.ServerInstanceID);
        }
    }
Esempio n. 6
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    /// <summary>
    /// 加载协同
    /// </summary>
    IEnumerator DoLoad(LoadingTask kCurrentTask)
    {
        WWW www = new WWW(kCurrentTask.kAssetPath);

        yield return(www);

        if (www.isDone)
        {
            //检查报错
            if (www.error != null)
            {
                GameSys.Log(www.error);
                www = null;
                yield break;
            }
            AssetBundle bundle = www.assetBundle;
            if (bundle != null)
            {
                kCurrentTask.OnLoaded(bundle.mainAsset, true);
                this.m_kLoadedAsset.Add(kCurrentTask.kAssetPath, bundle.mainAsset);
            }
            else
            {
                AudioClip audioClip = www.audioClip;
                if (audioClip != null)
                {
                    kCurrentTask.OnLoaded(audioClip, true);
                    this.m_kLoadedAsset.Add(kCurrentTask.kAssetPath, audioClip);
                }
            }
        }
        else
        {
            GameSys.Log("声音加载错误");
        }
        //加载完毕从执行序列中移除
        if (this.m_kExecQueue.Contains(kCurrentTask))
        {
            this.m_kExecQueue.Remove(kCurrentTask);
        }
    }
Esempio n. 7
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    /// <summary>
    /// 移动到指定终点  by吴江
    /// </summary>
    /// <param name="_pos"></param>
    /// <param name="_maxDistance"></param>
    /// <param name="_noStop"></param>
    public override void MoveTo(Vector3 _pos, float _maxDistance = 10.0f, bool _noStop = false)
    {
        if (moveFSM != null)
        {
            Vector3[] path = GameStageUtility.StartPath(transform.position, _pos);

            if (path == null)
            {
                return;
            }
            moveFSM.path = path;

            if (moveFSM.path == null)
            {
                GameSys.Log("NPC's path not found! Target: " + _pos);
                moveFSM.destPos = moveFSM.transform.position;
                moveFSM.StopMovingTo();
                return;
            }
            MoveTo(moveFSM.path);
        }
    }
Esempio n. 8
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    public override bool Exec(Actor _actor)
    {
        if (GameCenter.curGameStage == null || !GameCenter.sceneMng.EnterSucceed)
        {
            return(false);
        }
        //如果目标在使用技能,返回false ,等他用完 by吴江
        SmartActor sa = _actor as SmartActor;

        if (sa.isRigidity) //如果在僵直
        {
            return(false);
        }
        if (sa != null && (sa.isCasting || sa.isCastingAttackEffect)) //如果在使用技能
        {
            sa.CancelAbility();
        }

        if (path == null)
        {
            path = GameStageUtility.StartPath(_actor.transform.position, destPos);

            if (path == null)
            {
                GameSys.Log("寻路失败!");
                _actor.StopMovingTo();
                MainPlayer player = _actor as MainPlayer;
                if (player != null)
                {
                    if (player.CannotMoveTo != null)
                    {
                        player.CannotMoveTo();
                    }
                }
                return(true);
            }
            else
            {
                destPos = path[path.Length - 1];
            }
        }

        //检查是否超出最远距离 by吴江
        if (maxDistance > 0.0f)
        {
            Vector3 delta = destPos - _actor.transform.position;
            if (ignoreY)
            {
                delta.y = 0.0f;
            }
            if (delta.sqrMagnitude <= (maxDistance * maxDistance))
            {
                _actor.StopMovingTo();
                return(true);
            }
        }


        if (firstTime)
        {
            if (_actor.isMoveLocked == false)
            {
                // firstTimeTick = Time.realtimeSinceStartup;
                firstTime = false;
                _actor.MoveTo(path, maxDistance, false);
            }

            return(false);
        }

        if (maxDistance <= 0.0f)
        {
            Vector3 delta = destPos - _actor.transform.position;
            if (ignoreY)
            {
                delta.y = 0.0f;
            }
            if (delta.sqrMagnitude < (0.1 * _actor.CurRealSpeed * 0.1 * _actor.CurRealSpeed))
            {
                var player = _actor as SmartActor;
                if (player != null)
                {
                    _actor.StopMovingTo();
                }
                return(true);
            }
        }

        if (_actor.IsMoving)
        {
            return(false);
        }
        else
        {
            path = GameStageUtility.StartPath(_actor.transform.position, destPos);
            _actor.MoveTo(path, maxDistance, false);

            if (path == null || path.Length == 0)
            {
                return(true);
            }
        }
        return(false);
    }
Esempio n. 9
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 void ExitBackonState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC离开招手状态");
 }
Esempio n. 10
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 void ExitCowerState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC不再感到害怕");
     //结束动画
 }
Esempio n. 11
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 void ExitFollowState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC停止跟随");
     StopMovingTo();
 }
Esempio n. 12
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 void ExitIdleState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("NPC结束思考");
 }
Esempio n. 13
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 void ExitLedState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("停止带领");
     StopMovingTo();
 }
Esempio n. 14
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 void EnterLedState(fsm.State _from, fsm.State _to, fsm.Event _event)
 {
     GameSys.Log("开始带领玩家走向任务终点");
     MoveTo(curNPCActionRef.targetPos);
     checkTime = Time.time;
 }