public bool CheckAttackPos() { MapGrid attackstation = MapGrid.GetMG(m_AttackStation); if (NdUtil.IsSameMapPos(MapPos, m_AttackStation) && attackstation.IsAttackStations()) { List <int> samelist = new List <int>(); List <int> unsamelist = new List <int>(); attackstation.GetCampRoleList(m_parent.m_Core.m_Camp, ref samelist, ref unsamelist); if (unsamelist.Count > 0) { if (!m_FindAttackpos) { #if UNITY_EDITOR_LOG FileLog.write(m_SceneID, "CheckAttackPos" + Path.Indext + "," + m_ForceGrid + "," + m_NGrid + "," + MapPos + "," + m_AttackStation + "," + m_NAttackStation + "," + m_Attack + "," + RoleParent.m_Skill.CanAttack() + "," + Time.realtimeSinceStartup); #endif m_FindAttackpos = true; (m_parent as Role).ChangeTarget(ChangeTargetReason.ClearTarget, null); MapGrid g = GetCanAttackStation(); if (g != null && (!Life.ServerMode || !m_parent.WaitServer)) { ClearPath(); Path.PathAI(m_SceneID, MapGrid.GetMG(MapPos), g, m_parent.m_Attr as RoleAttribute, CurrentGS, WalkDIR); PathInit(); } else { #if UNITY_EDITOR_LOG //Debug.Log("没有空闲攻击位 " + MapPos ); #endif } /*//判断首个节点是否为楼梯 * PathData Road = Path.GetPathData(PathAccess.Cur); * if(Road != null && Road.state == RoleState.STAIR) * { * m_Reject = true; * m_DoUpatePath = false; * } * * //获取路线上的下一个攻击位,包含当前路径点 * ErrorInfo Error = new ErrorInfo(); * PathData NextAttackStation = Path.GetNextAttackPosCurInPath(ref Error); * if(NextAttackStation != null) * { * m_AttackStation = NextAttackStation.Road.GridPos; * m_NAttackStation = NextAttackStation.Road.GridPos; * }*/ FirstCheckAttack(); } return(false); } } return(true); }
/// <summary> /// 是否在路径上 /// </summary> public bool InRoad(Int2 pos) { for (int i = m_Index; i < PathCount; i++) { if (NdUtil.IsSameMapPos(pos, Path[i].Road.GridPos) == true) { return(true); } } if (PathCount <= 0) { return(true); } return(false); }
//取下一个动作 public GridActionCmd GetNextAction() { Vector3 pos = RoleParent.m_thisT.localPosition; float cdtime = RoleParent.CDTime; //int bodyradius = RoleParent.m_Attr.Radius; RoleSkill roleskill = RoleParent.m_Skill as RoleSkill; GridActionCmd action = null; m_IndexAdd = false; if (RoleParent.isDead) { action = new GridActionCmdDie(pos, 3 * 60 * 60f, WalkDIR, RankDeep); action.SetTarget(RoleParent); m_Reject = false; return(action); } if (RoleParent == null || RoleParent.m_Attr == null) { action = new GridActionCmdStand(); action.SetData(pos, pos, RoleState.STAND, Time.deltaTime, -1, WalkDIR, RankDeep); action.SetTarget(RoleParent); return(action); } if (m_bForce == 0) { action = new GridActionCmdSpecialJump(0.5f, MapGrid.GetMG(MapPos).pos, MapGrid.GetMG(m_ForceGrid).pos, m_ForceDir, RankDeep); action.SetTarget(RoleParent); m_bForce = -1; SetUpdataPath(new AIEventData(AIEvent.EVENT_MAP)); m_NGrid = m_ForceGrid; if (MapGrid.GetMG(MapPos).PropStations == StationsProp.ATTACK) { m_AttackStation = MapPos; m_NAttackStation = MapPos; } MapPos = m_NGrid; WalkDIR = m_ForceDir; m_Reject = true; m_DoUpatePath = false; return(action); } if (m_bForce > 0) { m_bForce--; } m_PreGrid = MapPos; m_PreAttackStation = m_AttackStation; MapGrid attackstation = MapGrid.GetMG(m_AttackStation); PathData CurRoad = Path.GetPathData(PathAccess.Cur); if (m_Attack && RoleParent.m_Skill.CanAttack() && CheckAttackPos() // && (!(RoleParent.m_Skill.m_AttackTarget is Role) || RoleParent.m_Skill.CheckCanAttack((RoleParent.m_Skill.m_AttackTarget as Role).CurrentAction)) && (RoleParent.m_Skill.m_AttackTarget is IggWall || RoleParent.m_Skill.m_AttackTarget is IggFloor || (NdUtil.IsSameMapPos(MapPos, m_AttackStation) && attackstation.IsAttackStations()) &&//&& attackstation.GetRoleStateInStation(m_SceneID) == RoleStationState.HoldStation) !(CurRoad != null && (CurRoad.state == RoleState.FALL || CurRoad.state == RoleState.JUMP)))) { if (cdtime > 0) { if (cdtime > 0.5 && RoleParent.m_Hit) { action = new GridActionCmdHit(0.5f, pos, RankDeep, WalkDIR); action.SetTarget(RoleParent); RoleParent.m_Hit = false; } else { action = new GridActionCmdCDStand(cdtime, pos, RankDeep, WalkDIR); action.SetTarget(RoleParent); action.SetSpeed(RoleParent.m_Attr.SpeedPercent); } } m_Reject = true; m_DoUpatePath = false; if (action != null) { return(action); } } else if (m_Attack) { } if (!m_Reject && RoleParent.m_Attr.CanMove && m_Pass) { PathData NextRoad = Path.GetPathData(PathAccess.Next); if (NextRoad != null && CurRoad != null) { if (MapGrid.GetMG(MapPos).PropStations == StationsProp.ATTACK) { m_AttackStation = m_NAttackStation; //获取下一个攻击位,不包含当前节点 ErrorInfo Error = new ErrorInfo(); PathData AttackStation = Path.GetNextAttackPosNoCurInPath(ref Error); if (AttackStation != null) { m_AttackStation = AttackStation.Road.GridPos; m_NAttackStation = m_AttackStation; } } RoleState roleState = CurRoad.state; Vector3 vStart = pos;//CurRoad.Road.pos; Vector3 vEnd = Vector3.zero; CurrentGS = CurRoad.gs; vEnd = NextRoad.Road.pos; if (roleState == RoleState.FALL) { vStart = pos; if (Path.CheckRunFirstRoad() == true) { action = new GridActionCmdFall(vStart, vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else { Vector3 mid = Vector3.zero; if (CurRoad.dir == WalkDir.WALKLEFT) { if (CurRoad.Road.Left.Down != null) { NextRoad.Road = CurRoad.Road.Left.Down;//MapGrid.GetMG() mid = CurRoad.Road.Left.pos; } } else { if (CurRoad.Road.Right.Down != null) { NextRoad.Road = CurRoad.Road.Right.Down; mid = CurRoad.Road.Right.pos; } } while (NextRoad.Road.Down != null) { NextRoad.Road = NextRoad.Road.Down; } vEnd = NextRoad.Road.pos; action = new GridActionCmdJumpHoleDown(vStart, mid, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } } else if (roleState == RoleState.JUMP) { action = new GridActionCmdJump(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep, 0.2f, 0.2f, 0f, null, null, null); } else if (roleState == RoleState.STAIR) { MapStair s1 = MapStair.GetStair(CurRoad.Road.GridPos, CurRoad.Road.GridPos.Layer > NextRoad.Road.GridPos.Layer); Vector3 inpos = Vector3.zero; Vector3 outpos = Vector3.zero; if (s1 != null) { if (CurRoad.Road.GridPos.Layer > NextRoad.Road.GridPos.Layer) { inpos = MapGrid.GetMG(s1.GetStairUp()).pos; outpos = MapGrid.GetMG(s1.GetStairDown()).pos; outpos.y -= 0.5f; } else { outpos = MapGrid.GetMG(s1.GetStairUp()).pos; inpos = MapGrid.GetMG(s1.GetStairDown()).pos; inpos.y -= 0.5f; } Building1201 b = s1.GetStairLife(); b.ShowUpEffect(CurRoad.deltaTime); } else { Debug.Log("找不到楼梯"); } WalkDIR = (CurRoad.Road.GridPos.Unit < NextRoad.Road.GridPos.Unit) ? WalkDir.WALKRIGHT : WalkDir.WALKLEFT; action = new GridActionCmdStair(vStart, vEnd, 0.5f /*CurRoad.deltaTime*/, WalkDIR, RankDeep, 0.2f, 0.2f, inpos, outpos); } else if (roleState == RoleState.WALK) { float time = 1f / RoleParent.m_Attr.Speed; if (CurRoad.gs == GridSpace.Space_UP) { vStart = CurRoad.Road.Uppos; vEnd = NextRoad.Road.Uppos; action = new GridActionCmdUnderWalk(vStart, vEnd, time, CurRoad.dir, RankDeep); } else { action = new GridActionCmdWalk(vStart, vEnd, time, CurRoad.dir, RankDeep); } } else if (roleState == RoleState.FALLDOWN) { action = new GridActionCmdFallDown(Time.deltaTime, RankDeep, vStart); m_Reject = true; m_DoUpatePath = false; AIPathConditions.AIPathEvent(new AIEventData(AIEvent.EVENT_SELFSP), RoleParent); action.SetTarget(RoleParent); return(action); } else if (roleState == RoleState.JUMPDOWN) { vStart = CurRoad.Road.Uppos; action = new GridActionCmdJumpDown(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else if (roleState == RoleState.JUMPUP) { vEnd = NextRoad.Road.Uppos; action = new GridActionCmdJumpUp(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else if (roleState == RoleState.REVERSEJUMP) { vStart = CurRoad.Road.Uppos; vEnd = NextRoad.Road.Uppos; action = new GridActionCmdReverseJump(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep, 0.2f, 0.2f, 0f, null, null, null); } else if (roleState == RoleState.HITFLY) { } if (action != null) { MapPos = NextRoad.Road.GridPos; m_NGrid = MapPos; WalkDIR = CurRoad.dir; action.SetTarget(RoleParent); action.SetSpeed(RoleParent.m_Attr.SpeedPercent); } //运行到下一个路径节点 Path.RunNextPath(); m_IndexAdd = true; } else if (CurrentGS == GridSpace.Space_UP) { action = new GridActionCmdJumpDown(MapGrid.GetMG(MapPos).Uppos, MapGrid.GetMG(MapPos).pos, 1f, m_AttackDir, RankDeep); action.SetTarget(RoleParent); CurrentGS = GridSpace.Space_DOWN; } else { //if (!( NdUtil.IsSameMapPos(MapPos,m_AttackStation) && attackstation.GetRoleStateInStation(m_SceneID) == RoleStationState.HoldStation)) AIPathConditions.AIPathEvent(new AIEventData(AIEvent.EVENT_SELFSP), RoleParent); } } if (action == null) { action = new GridActionCmdStand(); action.SetData(pos, pos, RoleState.STAND, Time.deltaTime, -1, WalkDIR, RankDeep); action.SetTarget(RoleParent); } m_Reject = true; m_DoUpatePath = false; return(action); }
public bool CheackIdlePath() { /*if (!CheckHaveIdleAttackPosInPath(m_SceneID)) * { * MapGrid attackstation =MapGrid.GetMG(m_AttackStation); * if (attackstation != null) * { #if UNITY_EDITOR_LOG * FileLog.write(m_SceneID,"CheackIdlePath m_AttackStation: " + m_AttackStation + "MapPos:" + MapPos + "attackstation.GetRoleStateInStation(m_SceneID):" + attackstation.GetRoleStateInStation(m_SceneID)); #endif * if ( (NdUtil.IsSameMapPos(MapPos,m_AttackStation) && attackstation.IsAttackStations())) * { * FirstCheckAttack(); * if (!m_Attack) * m_Pass = false; * return; * } * else * { * MapGrid g = GetFreeAttackStation(); * if (g != null) * { * ClearPath(); * Path.PathAI(m_SceneID,MapGrid.GetMG(MapPos),g,m_parent.m_Attr as RoleAttribute,CurrentGS,WalkDIR); * } * else * { #if UNITY_EDITOR_LOG * //Debug.Log("没有空闲攻击位 " + MapPos ); #endif * } * } * } * * } * else * m_Pass = true; * //判断首个节点是否为楼梯 * PathData Road = Path.GetPathData(PathAccess.Cur); * if(Road != null && Road.state == RoleState.STAIR) * { * m_Reject = true; * m_DoUpatePath = false; * } * * //获取路线上的下一个攻击位,包含当前路径点 * ErrorInfo Error = new ErrorInfo(); * PathData NextAttackStation = Path.GetNextAttackPosCurInPath(ref Error); * if(NextAttackStation != null) * { * m_AttackStation = NextAttackStation.Road.GridPos; * m_NAttackStation = NextAttackStation.Road.GridPos; * }*/ if (Path.SearchPath.Count == 0 || Path.SearchPath.Count == 1 || (Path.SearchPath.Count == 2 && !Path.SearchPath[0].Road.IsAttackStations() && !Path.SearchPath[1].Road.IsAttackStations())) { MapGrid attackstation = MapGrid.GetMG(m_AttackStation); if (!(NdUtil.IsSameMapPos(MapPos, m_AttackStation) && attackstation.IsAttackStations())) { MapGrid g = GetFreeAttackStation(); if (g != null) { ClearPath(); Path.PathAI(m_SceneID, MapGrid.GetMG(MapPos), g, m_parent.m_Attr as RoleAttribute, CurrentGS, WalkDIR); PathInit(); return(true); } else { #if UNITY_EDITOR_LOG //Debug.Log("没有空闲攻击位 " + MapPos ); #endif } } else { List <int> samelist = new List <int>(); List <int> unsamelist = new List <int>(); attackstation.GetCampRoleList(m_parent.m_Core.m_Camp, ref samelist, ref unsamelist); if (unsamelist.Count > 0) { #if UNITY_EDITOR_LOG FileLog.write(m_SceneID, "CheackIdlePath- CheckAttackPos" + Path.Indext + "," + m_ForceGrid + "," + m_NGrid + "," + MapPos + "," + m_AttackStation + "," + m_NAttackStation + "," + m_Attack + "," + RoleParent.m_Skill.CanAttack() + "," + Time.realtimeSinceStartup); #endif m_FindAttackpos = true; (m_parent as Role).ChangeTarget(ChangeTargetReason.ClearTarget, null); MapGrid g = GetCanAttackStation(); if (g != null) { ClearPath(); Path.PathAI(m_SceneID, MapGrid.GetMG(MapPos), g, m_parent.m_Attr as RoleAttribute, CurrentGS, WalkDIR); PathInit(); return(true); } else { #if UNITY_EDITOR_LOG //Debug.Log("没有空闲攻击位 " + MapPos ); #endif } } } } return(false); }
public GridActionCmd GetAttackAction() { RoleSkill roleskill = RoleParent.m_Skill as RoleSkill; GridActionCmd action = null; #if UNITY_EDITOR_LOG FileLog.write(m_SceneID, "GetAttackAction: pre " + m_PreAttackStation + "," + m_AttackStation + RoleParent.m_thisT.localPosition); #endif if (!NdUtil.IsSameMapPos(m_PreAttackStation, m_NAttackStation)) { m_AttackStation = m_PreAttackStation; m_NAttackStation = m_AttackStation; MapCheckStations.RoleStation(m_SceneID, MapGrid.GetMG(m_AttackStation), new StationsInfo(RoleParent.m_Attr as RoleAttribute, RankDeep, RoleParent.m_Core.m_Camp, DIR.LEFT, GridSpace.Space_DOWN) ); #if UNITY_EDITOR_LOG FileLog.write(m_SceneID, "GetAttackAction:" + m_AttackStation); #endif } if (CurrentGS == GridSpace.Space_UP) { action = new GridActionCmdJumpDown(MapGrid.GetMG(MapPos).Uppos, MapGrid.GetMG(MapPos).pos, 1f, m_AttackDir, RankDeep); action.SetTarget(RoleParent); CurrentGS = GridSpace.Space_DOWN; } else { if (RoleParent.m_Skill.m_AttackTarget == null) { Debug.Log(RoleParent.PropAttackSkillInfo.m_type); } //if (RoleParent.m_Skill.CheckDoAttackTarget(RoleParent.m_Skill.m_AttackTarget.SceneID)) { action = RoleSkill.GetAttackSkillAction(RoleParent.PropAttackSkillInfo.m_type, m_NextAttackSceneID, m_AttackDir, RankDeep, RoleParent.m_Attr.ModelType, m_SceneID); RoleParent.m_Skill.ReSetCDTime(); if (action == null) { Debug.Log(RoleParent.PropAttackSkillInfo.m_type + "," + m_SceneID); } else { (action as GridActionCmdAttack).StartWithTarget(RoleParent, RoleParent.StartAttack); } WalkDIR = m_AttackDir; } if (action != null) { if (RoleParent.m_Skill.m_AttackTarget == RoleParent.Target) { RoleParent.m_TargetDuration = RoleParent.m_changetargettime; } action.SetSpeed(RoleParent.m_Attr.AttackSpeed); } else { //bool check = RoleParent.m_Skill.CheckDoAttackTarget(RoleParent.m_Skill.m_AttackTarget.SceneID); } } m_Attack = false; m_Reject = true; m_DoUpatePath = false; return(action); }
public bool CheckAttackCondition() { PathData PrevRoad = Path.GetPathData(PathAccess.Prev, true); MapGrid attackstation = MapGrid.GetMG(m_AttackStation); if (m_Attack && RoleParent.m_Skill.CanAttack() && (!(RoleParent.m_Skill.m_AttackTarget is Role) || RoleSkill.CheckCanAttack((RoleParent.m_Skill.m_AttackTarget as Role).CurrentAction)) && (RoleParent.m_Skill.m_AttackTarget is IggWall || RoleParent.m_Skill.m_AttackTarget is IggFloor || (NdUtil.IsSameMapPos(m_PreGrid, m_AttackStation) && attackstation.IsAttackStations() /* && attackstation.GetRoleStateInStation(m_SceneID) == RoleStationState.HoldStation*/) && !(PrevRoad != null && (PrevRoad.state == RoleState.FALL || PrevRoad.state == RoleState.JUMP)))) { return(true); } return(false); }
//取下一个动作 public GridActionCmd GetNextAction() { Vector3 pos = RoleParent.m_thisT.localPosition; float cdtime = RoleParent.CDTime; //int bodyradius = RoleParent.m_Attr.Radius; RoleSkill roleskill = RoleParent.m_Skill as RoleSkill; GridActionCmd action = null; m_IndexAdd = false; if (RoleParent.isDead) { action = new GridActionCmdDie(pos, 3 * 60 * 60f, WalkDIR, RankDeep); action.SetTarget(RoleParent); Reject = false; return(action); } if (RoleParent == null || RoleParent.m_Attr == null) { action = new GridActionCmdStand(); action.SetData(pos, pos, RoleState.STAND, Time.deltaTime, -1, WalkDIR, RankDeep); action.SetTarget(RoleParent); return(action); } if (m_bForce == 0) { action = new GridActionCmdSpecialJump(0.5f, MapGrid.GetMG(MapPos).pos, MapGrid.GetMG(m_ForceGrid).pos, m_ForceDir, RankDeep); action.SetTarget(RoleParent); m_bForce = -1; SetUpdataPath(new AIEventData(AIEvent.EVENT_MAP)); m_NGrid = m_ForceGrid; if (MapGrid.GetMG(MapPos).PropStations == StationsProp.ATTACK) { m_AttackStation = MapPos; m_NAttackStation = MapPos; } MapPos = m_NGrid; WalkDIR = m_ForceDir; Reject = true; m_DoUpatePath = false; return(action); } if (m_bForce > 0) { m_bForce--; } m_PreGrid = MapPos; m_PreAttackStation = m_AttackStation; MapGrid attackstation = MapGrid.GetMG(m_AttackStation); PathData CurRoad = Path.GetPathData(PathAccess.Cur); if (m_Attack && RoleParent.m_Skill.CanAttack() && CheckAttackPos() // && (!(RoleParent.m_Skill.m_AttackTarget is Role) || RoleParent.m_Skill.CheckCanAttack((RoleParent.m_Skill.m_AttackTarget as Role).CurrentAction)) && (RoleParent.m_Skill.m_AttackTarget is IggWall || RoleParent.m_Skill.m_AttackTarget is IggFloor || (NdUtil.IsSameMapPos(MapPos, m_AttackStation) && attackstation.IsAttackStations()) &&//&& attackstation.GetRoleStateInStation(m_SceneID) == RoleStationState.HoldStation) !(CurRoad != null && (CurRoad.state == RoleState.FALL || CurRoad.state == RoleState.JUMP)))) { if (cdtime > 0) { if (cdtime > 0.5 && RoleParent.m_Hit) { action = new GridActionCmdHit(0.5f, pos, RankDeep, WalkDIR); action.SetTarget(RoleParent); RoleParent.m_Hit = false; } else { action = new GridActionCmdCDStand(cdtime, pos, RankDeep, WalkDIR); action.SetTarget(RoleParent); action.SetSpeed(RoleParent.m_Attr.SpeedPercent); } } Reject = true; m_DoUpatePath = false; if (action != null) { return(action); } } else if (m_Attack) { } if (!m_Reject && RoleParent.m_Attr.CanMove && m_Pass) { PathData NextRoad = Path.GetPathData(PathAccess.Next); if (NextRoad != null && CurRoad != null) { if (MapGrid.GetMG(MapPos).PropStations == StationsProp.ATTACK) { m_AttackStation = m_NAttackStation; //获取下一个攻击位,不包含当前节点 ErrorInfo Error = new ErrorInfo(); PathData AttackStation = Path.GetNextAttackPosNoCurInPath(ref Error); if (AttackStation != null) { m_AttackStation = AttackStation.Road.GridPos; m_NAttackStation = m_AttackStation; } } RoleState roleState = CurRoad.state; Vector3 vStart = pos;//CurRoad.Road.pos; Vector3 vEnd = Vector3.zero; CurrentGS = CurRoad.gs; vEnd = NextRoad.Road.pos; if (roleState == RoleState.FALL) { vStart = pos; if (Path.CheckRunFirstRoad() == true) { action = new GridActionCmdFall(vStart, vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else { Vector3 mid = Vector3.zero; if (CurRoad.dir == WalkDir.WALKLEFT) { if (CurRoad.Road.Left.Down != null) { NextRoad.Road = CurRoad.Road.Left.Down;//MapGrid.GetMG() mid = CurRoad.Road.Left.pos; } } else { if (CurRoad.Road.Right.Down != null) { NextRoad.Road = CurRoad.Road.Right.Down; mid = CurRoad.Road.Right.pos; } } while (NextRoad.Road.Down != null) { NextRoad.Road = NextRoad.Road.Down; } vEnd = NextRoad.Road.pos; action = new GridActionCmdJumpHoleDown(vStart, mid, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } } else if (roleState == RoleState.JUMP) { /*if ( NextRoad.Road.Type == GridType.GRID_WALL && RoleParent.m_Core.m_Camp == LifeMCamp.ATTACK) * { * Life w = NextRoad.Road.GetWall(); * int width = Mathf.Abs(NextRoad.Road.GridPos.Unit - CurRoad.Road.GridPos.Unit); * float t = CurRoad.deltaTime * (width - bodyradius) / (float)width; * int flag = NextRoad.Road.GridPos.Unit > CurRoad.Road.GridPos.Unit ? -1 : 1; * MapGrid m = MapGrid.GetMG(new Int2(NextRoad.Road.GridPos.Unit+ flag * bodyradius,NextRoad.Road.GridPos.Layer)); * action = new GridActionCmdJump(vStart,vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep,0.2f,0.2f,t,RoleParent.JumpAttack,w,m); * } * else*/ action = new GridActionCmdJump(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep, 0.2f, 0.2f, 0f, null, null, null); } else if (roleState == RoleState.STAIR) { MapStair s1 = MapStair.GetStair(CurRoad.Road.GridPos, CurRoad.Road.GridPos.Layer > NextRoad.Road.GridPos.Layer); Vector3 inpos = Vector3.zero; Vector3 outpos = Vector3.zero; bool bOccupy = false; if (NextRoad.Road.Left != null && NextRoad.Road.Left.Type != GridType.GRID_HOLE) { List <int> rolelist = new List <int>(); MapGrid g = NextRoad.Road.Left; g.GetRoleList(ref rolelist); if (rolelist.Count > 0) { for (int i = 0; i < rolelist.Count; i++) { Role l = CM.GetAllLifeM(rolelist[i], LifeMType.SOLDIER | LifeMType.SUMMONPET) as Role; if (l.m_Core.m_Camp != m_parent.m_Core.m_Camp) { bOccupy = true; break; } } } if (!bOccupy) { NextRoad.Road = NextRoad.Road.Left; } } if (bOccupy && NextRoad.Road.Right != null && NextRoad.Road.Right.Type != GridType.GRID_HOLE) { bOccupy = false; List <int> rolelist = new List <int>(); MapGrid g = NextRoad.Road.Right; g.GetRoleList(ref rolelist); if (rolelist.Count > 0) { for (int i = 0; i < rolelist.Count; i++) { Role l = CM.GetAllLifeM(rolelist[i], LifeMType.SOLDIER | LifeMType.SUMMONPET) as Role; if (l.m_Core.m_Camp != m_parent.m_Core.m_Camp) { bOccupy = true; break; } } } if (!bOccupy) { NextRoad.Road = NextRoad.Road.Right; } } if (bOccupy && NextRoad.Road.Left.Type != GridType.GRID_HOLE) { NextRoad.Road = NextRoad.Road.Left; } vEnd = NextRoad.Road.pos; if (s1 != null) { if (CurRoad.Road.GridPos.Layer > NextRoad.Road.GridPos.Layer) { inpos = CurRoad.Road.pos; //MapGrid.GetMG(s1.GetStairUp()).pos; outpos = NextRoad.Road.pos; //MapGrid.GetMG(s1.GetStairDown()).pos; outpos.y -= 0.5f; } else { outpos = NextRoad.Road.pos; //MapGrid.GetMG(s1.GetStairUp()).pos; inpos = CurRoad.Road.pos; //MapGrid.GetMG(s1.GetStairDown()).pos; inpos.y -= 0.5f; } Building1201 b = s1.GetStairLife(); b.ShowUpEffect(CurRoad.deltaTime); SetPet1002StairState(true); } else { Debug.Log("找不到楼梯"); } WalkDIR = (CurRoad.Road.GridPos.Unit < NextRoad.Road.GridPos.Unit) ? WalkDir.WALKRIGHT : WalkDir.WALKLEFT; action = new GridActionCmdStair(vStart, vEnd, 0.5f /*CurRoad.deltaTime*/, WalkDIR, RankDeep, 0.2f, 0.2f, inpos, outpos); } else if (roleState == RoleState.WALK) { float time = 1f / RoleParent.m_Attr.Speed; if (CurRoad.gs == GridSpace.Space_UP) { vStart = CurRoad.Road.Uppos; vEnd = NextRoad.Road.Uppos; action = new GridActionCmdUnderWalk(vStart, vEnd, time, CurRoad.dir, RankDeep); } else { action = new GridActionCmdWalk(vStart, vEnd, time, CurRoad.dir, RankDeep); } SetPet1002WalkState(); } else if (roleState == RoleState.FALLDOWN) { action = new GridActionCmdFallDown(Time.deltaTime, RankDeep, vStart); Reject = true; m_DoUpatePath = false; AIPathConditions.AIPathEvent(new AIEventData(AIEvent.EVENT_SELFSP), RoleParent); action.SetTarget(RoleParent); return(action); } else if (roleState == RoleState.JUMPDOWN) { vStart = CurRoad.Road.Uppos; action = new GridActionCmdJumpDown(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else if (roleState == RoleState.JUMPUP) { vEnd = NextRoad.Road.Uppos; action = new GridActionCmdJumpUp(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep); } else if (roleState == RoleState.REVERSEJUMP) { vStart = CurRoad.Road.Uppos; vEnd = NextRoad.Road.Uppos; action = new GridActionCmdReverseJump(vStart, vEnd, CurRoad.deltaTime, CurRoad.dir, RankDeep, 0.2f, 0.2f, 0f, null, null, null); } else if (roleState == RoleState.HITFLY) { } if (action != null) { MapPos = NextRoad.Road.GridPos; m_NGrid = MapPos; WalkDIR = CurRoad.dir; action.SetTarget(RoleParent); action.SetSpeed(RoleParent.m_Attr.SpeedPercent); } //运行到下一个路径节点 Path.RunNextPath(); m_IndexAdd = true; } else if (CurrentGS == GridSpace.Space_UP) { action = new GridActionCmdJumpDown(MapGrid.GetMG(MapPos).Uppos, MapGrid.GetMG(MapPos).pos, 1f, m_AttackDir, RankDeep); action.SetTarget(RoleParent); CurrentGS = GridSpace.Space_DOWN; } else { //if (!( NdUtil.IsSameMapPos(MapPos,m_AttackStation) && attackstation.GetRoleStateInStation(m_SceneID) == RoleStationState.HoldStation)) AIPathConditions.AIPathEvent(new AIEventData(AIEvent.EVENT_SELFSP), RoleParent); } } if (action == null) { action = new GridActionCmdStand(); action.SetData(pos, pos, RoleState.STAND, Time.deltaTime, -1, WalkDIR, RankDeep); action.SetTarget(RoleParent); } Reject = true; m_DoUpatePath = false; return(action); }