Esempio n. 1
0
        public override void Tick(int deltaTimeMS)
        {
            if (!CouldRun())
            {
                return;
            }


            if (Math_F.Approximate3D(this.ownerEntity.position, this.tarPos) || IsPassed(this.tarPos))
            {
                //this.tarPos = Math_F.RandomInsideCircle(this.orgPos, this.radius);
                WanderArrived.Send(this.ownerEntity.entityID);
                return;
            }

            this.tickDir = Math_F.TwoPositionDir(this.ownerEntity.position, this.tarPos);

            ////活动移动量
            this.tickSpeed = this.speed * deltaTimeMS * 0.001f;
            //活动移动量
            this.tickMove = this.tickDir * this.tickSpeed;

            ////新位置
            this.ownerEntity.position += tickMove;
        }
 public bool IsArrivedTarget(Vector3 target)
 {
     if (Math_F.Approximate3D(this.ownerEntity.position, target) || this.IsPassed(target))
     {
         return(true);
     }
     return(false);
 }
Esempio n. 3
0
        protected void Follow(int deltaTimeMS)
        {
            if (!Math_F.Approximate3D(this.ownerEntity.position, this.nextPos) && !this.IsPassed(this.nextPos))
            {
                this.UnArrived(deltaTimeMS);
                return;
            }

            this.Arrived();
        }
        public override void Tick(int deltaTimeMS)
        {
            if (!this.CouldActive())
            {
                return;
            }
            if (Math_F.Approximate3D(position, endPos) ||
                this.IsPassed(endPos)
                )
            {
                //到达终点
                //重要:回收前先把Collider设置成false,避免在pool中触发碰撞
                GetTrans().Find("Collider").gameObject.SetActive(false);
                CrossRoadModelManager.GetInstance().entityModel.RemoveFromEntityMovables(this);

                return;
            }

            Tick_Move(deltaTimeMS);
        }