public void setCurrentRoom(RoomInterface nextRoom, string doorFrom) { if (!this.isPlayer()) { setCurrentRoom(nextRoom.getXYZ()); } else { Vector3 temPos; this.xyz = nextRoom.getXYZ(); switch (doorFrom) { case "U": temPos = new Vector3(nextRoom.getNorthDoor().transform.position.x + 0.2f, nextRoom.getNorthDoor().transform.position.y - 2.5f, 0); this.transform.position = temPos; break; case "D": temPos = new Vector3(nextRoom.getNorthDoor().transform.position.x + 0.2f, nextRoom.getSouthDoor().transform.position.y + 2.5f, 0); this.transform.position = temPos; break; case "R": temPos = new Vector3(nextRoom.getWestDoor().transform.position.x + 1.9f, nextRoom.getWestDoor().transform.position.y, 0); this.transform.position = temPos; break; case "L": temPos = new Vector3(nextRoom.getEastDoor().transform.position.x - 1.9f, nextRoom.getEastDoor().transform.position.y, 0); this.transform.position = temPos; break; } this.findthisRoomNews(nextRoom.getXYZ()); } }
/** * void OnCollisionEnter2D(Collision2D coll) * { * Debug.Log(coll.gameObject.name); * doClick(); * * } * void OnMouseDown() * * { * * if (!SystemUtil.IsTouchedUI()) * { * * doClick(); * * } * * * }**/ public override void doClick() { // 载入上楼图片... RoomInterface upStairBackRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR); Character chara = roundController.getCurrentRoundChar(); roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), this.roundController.getCurrentRoundChar(), false); upStairBackRoom.setChara(chara); chara.setCurrentRoom(upStairBackRoom.getXYZ()); camCtrl.setTargetPos(upStairBackRoom.getXYZ(), RoomConstant.ROOM_Y_GROUND, true); this.roomContraller.setCharaInMiniMap(upStairBackRoom.getXYZ(), this.roundController.getCurrentRoundChar(), true); // 载入上楼图片结束。。。 }
public bool excuteFallRoomEvent(EventInterface eventI, Character chara) { this.eventI = eventI; if (this.eventI != null) { if (chara.isPlayer()) { fallRoomExecuted = false; this.chara = chara; phase = 1; messageUI.getResult().setDone(false); showMessageUi(eventI.getEventBeginInfo(), eventI.getSelectItem()); } else { result = eventI.excute(chara, messageUI.getResult().getResult(), 0); if (result.getResultCode() == EventConstant.FALL_DOWN__EVENT_GOOD) { } else if (result.getResultCode() == EventConstant.FALL_DOWN__EVENT_NORMAL) { roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); RoomInterface ri = roomContraller.getRandomDownRoom(); ri.setChara(chara); chara.setCurrentRoom(ri.getXYZ()); this.roomContraller.setCharaInMiniMap(ri.getXYZ(), chara, true); // camCtrl.setTargetPos(upStairRoom.getXYZ(), RoomConstant.ROOM_Y_DOWN, true); } else { RollDiceParam param = new RollDiceParam(this.eventI.getBadDiceNum()); rollVaue = uiManager.showRollDiceImmediately(param); chara.getAbilityInfo()[0] = chara.getAbilityInfo()[0] - rollVaue; roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); RoomInterface ri = roomContraller.getRandomDownRoom(); ri.setChara(chara); chara.setCurrentRoom(ri.getXYZ()); this.roomContraller.setCharaInMiniMap(ri.getXYZ(), chara, true); } } } return(true); }
private void setRoomEvents(RoomInterface room) { //判定房间是处于什么位置 楼上 地面 楼下, 不能出现 有冲突的事件, 比如楼下不能出现掉落事件 if (room.getXYZ()[2] == roomConstant.ROOM_TYPE_GROUND) { // if () { // room.setEvent(getRandomEvent()); // } } else if (room.getXYZ()[2] == roomConstant.ROOM_TYPE_UP) { } else { } }
public void excuteStayRoomEvent(RoomInterface ri, Character chara) { this.eventI = ri.getRoomEvent(EventConstant.STAY_EVENT); if (this.eventI != null) { EventInfo ei = new EventInfo(); ei.RoomXyz = ri.getXYZ(); ei.EffectedList.Add(chara.getName()); this.stayEventList.Add(ei); eventI.excute(chara, null, 0); } }
public void doNow(string gbCode) { GuangBoAction gb = eventGuangBoMap[gbCode]; if (gb.getGuangBoType() == GuangBoConstant.GUANGBO_TYPE_MOVE_ROOM) { RoomInterface targetRoom = roomContraller.findRoomByRoomType(gb.getGuangBoTargetVaule()); //targetRoom.getXYZ(); camCtrl.setTargetPos(targetRoom.getXYZ(), targetRoom.getXYZ()[2], true); foreach (string name in gb.getWhiteList()) { Character npc = roundController.getCharaByName(name); roomContraller.findRoomByXYZ(npc.getCurrentRoom()).removeChara(npc); this.roomContraller.setCharaInMiniMap(npc.getCurrentRoom(), npc, false); npc.setCurrentRoom(targetRoom.getXYZ()); this.roomContraller.setCharaInMiniMap(targetRoom.getXYZ(), npc, true); } Character chara = roundController.getPlayerChara(); roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), this.roundController.getCurrentRoundChar(), false); foreach (string name in gb.getWhiteList()) { Character npc = roundController.getCharaByName(name); roomContraller.findRoomByXYZ(npc.getCurrentRoom()).removeChara(npc); this.roomContraller.setCharaInMiniMap(npc.getCurrentRoom(), npc, false); npc.setCurrentRoom(targetRoom.getXYZ()); this.roomContraller.setCharaInMiniMap(targetRoom.getXYZ(), npc, true); } chara.setCurrentRoom(targetRoom.getXYZ()); this.roomContraller.setCharaInMiniMap(targetRoom.getXYZ(), chara, true); Debug.Log("loading。。。ready to move room"); // } }
void Update() { if (!leaveExecuted) { if (phase == 1 && messageUI.getResult().getDone()) { Debug.Log("phase =1 and " + messageUI.getResult().getDone()); phase = 2; } if (phase == 2 && !uiManager.getResult().getDone() && messageUI.isClosed()) { Debug.Log("wait mesui end"); RollDiceParam param = new RollDiceParam(chara.getAbilityInfo()[1] + chara.getDiceNumberBuffer()); rollVaue = uiManager.showRollDiceImmediately(param); phase = 3; } if (phase == 3 && !uiManager.isClosedPlane()) { result = eventI.excute(chara, messageUI.getResult().getResult(), rollVaue); Debug.Log("event result is " + result); showMessageUi(eventI.getEventEndInfo(result.getResultCode()), null); phase = 4; } else if (phase == 4 && messageUI.getResult().getDone()) { if (result.getResultCode() == EventConstant.LEAVE_EVENT_SAFE) { this.door.playerOpenDoorResult(true); } else { chara.updateActionPoint(0); this.door.playerOpenDoorResult(false); } leaveExecuted = true; } } if (!this.sanCheckExecuted) { if (phase == 1 && messageUI.getResult().getDone()) { Debug.Log("phase =1 and " + messageUI.getResult().getDone()); phase = 2; } if (phase == 2 && !uiManager.getResult().getDone() && messageUI.isClosed()) { Debug.Log("wait mesui end"); RollDiceParam param = new RollDiceParam(chara.getAbilityInfo()[3] + chara.getDiceNumberBuffer()); rollVaue = uiManager.showRollDiceImmediately(param); phase = 3; } if (phase == 3 && !uiManager.isClosedPlane()) { result = eventI.excute(chara, messageUI.getResult().getResult(), rollVaue); Debug.Log("event result is " + result); showMessageUi(eventI.getEventEndInfo(result.getResultCode()), null); phase = 4; } else if (phase == 4 && messageUI.getResult().getDone()) { if (result.getResultCode() == EventConstant.SANCHECK_EVENT_BED) { RollDiceParam param = new RollDiceParam(eventI.getBadDiceNum()); rollVaue = uiManager.showRollDiceImmediately(param); chara.getAbilityInfo()[3] = chara.getAbilityInfo()[3] - rollVaue; } else if (result.getResultCode() == EventConstant.SANCHECK_EVENT_NORMAL) { chara.getAbilityInfo()[3] = chara.getAbilityInfo()[3] + eventI.getNormalValue(); } else { chara.getAbilityInfo()[3] = chara.getAbilityInfo()[3] + eventI.getGoodValue(); } sanCheckExecuted = true; } } if (!this.fallRoomExecuted) { // Debug.LogError(eventI); if (phase == 1 && messageUI.getResult().getDone()) { Debug.Log("phase =1 and " + messageUI.getResult().getDone()); if (eventI.getSelectItem() == null || eventI.getSelectItem().Count == 0) { phase = 3; } else { phase = 2; this.selectedOptionCode = messageUI.getResult().getResult(); showMessageUi(eventI.getSelectItem()[this.selectedOptionCode][1]); } } else if (phase == 2 && messageUI.getResult().getDone()) { phase = 3; } else if (phase == 3 && !uiManager.getResult().getDone() && messageUI.isClosed()) { Debug.Log("wait mesui end"); int rollNum; if (this.selectedOptionCode == EventConstant.OPTION_CODE_1) { rollNum = chara.getAbilityInfo()[3]; } else { rollNum = chara.getAbilityInfo()[1]; } RollDiceParam param = new RollDiceParam(rollNum + chara.getDiceNumberBuffer()); rollVaue = uiManager.showRollDiceImmediately(param); phase = 4; } else if (phase == 4 && !uiManager.isClosedPlane()) { // Debug.LogError(eventI); // Debug.LogError(messageUI.getResult()); result = eventI.excute(chara, this.selectedOptionCode, rollVaue); Debug.Log("event result is " + result); showMessageUi(eventI.getEventEndInfo(result.getResultCode()), null); phase = 5; } else if (phase == 5 && messageUI.getResult().getDone()) { if (result.getResultCode() == EventConstant.FALL_DOWN__EVENT_GOOD) { } else if (result.getResultCode() == EventConstant.FALL_DOWN__EVENT_NORMAL) { roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); RoomInterface ri = roomContraller.getRandomDownRoom(); ri.setChara(chara); chara.setCurrentRoom(ri.getXYZ()); this.roomContraller.setCharaInMiniMap(ri.getXYZ(), chara, true); camCtrl.setTargetPos(ri.getXYZ(), RoomConstant.ROOM_Y_DOWN, true); fallRoomExecuted = true; } else { RollDiceParam param = new RollDiceParam(this.eventI.getBadDiceNum()); rollVaue = uiManager.showRollDiceImmediately(param) + 1; chara.getAbilityInfo()[0] = chara.getAbilityInfo()[0] - rollVaue; chara.getMaxAbilityInfo()[3] = chara.getMaxAbilityInfo()[3] + rollVaue; chara.getAbilityInfo()[3] = chara.getAbilityInfo()[3] + rollVaue; messageUI.getResult().setDone(false); showMessageUi(new string[] { "你的力量下降:" + rollVaue + "点,神志上升:" + rollVaue + "点" }, null); phase = 6; } } else if (phase == 6 && messageUI.getResult().getDone()) { roomContraller.findRoomByXYZ(chara.getCurrentRoom()).removeChara(chara); this.roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); RoomInterface ri = roomContraller.getRandomDownRoom(); ri.setChara(chara); chara.setCurrentRoom(ri.getXYZ()); this.roomContraller.setCharaInMiniMap(ri.getXYZ(), chara, true); camCtrl.setTargetPos(ri.getXYZ(), RoomConstant.ROOM_Y_DOWN, true); if (ri.isLock()) { ri.setLock(false); } fallRoomExecuted = true; } } }
public void setCharaInHiddenRoom(RoomInterface room) { this.transform.position = new Vector3(RoomConstant.ROOM_X_X + (room.getXYZ()[0] * roomH - distance), xyz[1] * roomV + distance, 0); }
public void setCurrentRoom(RoomInterface nextRoom, string doorFrom) { setCurrentRoom(nextRoom.getXYZ()); }
public new void defaultAction() { // Debug.Log("run default aciont"); if (waitPlan) { if (this.getGuangBoAction().isPlanSuccess()) { this.sendMessageToPlayer(new string[] { "我这里有新线索发现,都来听我分析。" }); if (this.getGuangBoAction().isGuangBoActionEnd()) { waitPlan = false; } } else { this.sendMessageToPlayer(new string[] { "你们这群呆逼,都不来算了。" }); waitPlan = false; } } else { if (this.getTargetRoomList().Count <= 0) { NPC ben = (NPC)FindObjectOfType <Ben>(); if (ben.isDead()) { Debug.Log("随便找个房间看看"); this.getTargetRoomList().Enqueue(roomContraller.getRandomRoom()); } else { if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, ben.getCurrentRoom())) { Debug.Log("kate 开始跟踪冒险家"); if (this.getAbilityInfo()[3] <= 1) { Debug.Log("kate 疯了, 准备杀人了"); ben.sendMessageToPlayer(new string[] { "侦探疯了,他要杀死所有人!", " 大家快跑。。。", "啊。。。" }); ben.getAbilityInfo()[0] = 0; this.getAbilityInfo()[3] = 1; if (storyController.checkStoryStartBySPEvnet(bss, this, roundController, roomContraller.findRoomByXYZ(this.getCurrentRoom()))) { Debug.Log(" 黑色征兆 剧本开启"); this.sendMessageToPlayer(new string[] { "啊!啊!啊!。。。", "冒险家被我杀死了。。。" }); this.getAbilityInfo()[3] = 3; } else { Debug.Log(" 剧本开启失败"); } } else { Debug.Log("kate 没疯,暗中观察"); //this.setClickMessage(new string[] { SystemConstant.P2_NAME + ", 让我看一下你当年手术的地方吧?" }); } } } } else { RoomInterface target = this.getTargetRoomList().Peek(); if (target == null) { Debug.Log("target is null !!!!error"); } if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION && isTargetRoomLocked()) { Debug.Log("NPC发现手术室被锁着 去保安室找钥匙"); if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_HOSPITAIL_SECURITY)) { Debug.Log("达到保安室"); H_securityRoom surgeryRoom = (H_securityRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom()); Item item = surgeryRoom.getKeysCabinet().GetComponent <KeysCabinet>().getItem(this); if (item != null) { this.getBag().insertItem(item); this.setTargetRoomLocked(false); } else { //没有找到钥匙, 直接判断手术室有没有被打开 H_tridOperationRoom tridOperationRoom = (H_tridOperationRoom)roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION); if (tridOperationRoom.isLock()) { Debug.Log("第3手术室锁着, 我又没钥匙,暂定瞎逛"); AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, roomContraller.getRandomRoom().getRoomType()); } else { this.setTargetRoomLocked(false); } } } } else { // Debug.Log("targetRoom is " + target.getXYZ()[0] + "," + target.getXYZ()[1] + "," + target.getXYZ()[2]); if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, target.getXYZ())) { // Debug.Log("reached the targetRoom is " + target.getXYZ()[0] + "," + target.getXYZ()[1] + "," + target.getXYZ()[2]); this.getTargetRoomList().Dequeue(); if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY) { Debug.Log("达到外科室"); H_surgeryRoom surgeryRoom = (H_surgeryRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom()); Item item = surgeryRoom.getBookTable().GetComponent <BookTable>().getItem(this); if (item != null) { string guangBoCode = this.getName() + "_" + RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY + "_gb"; getTargetChara().Add(SystemConstant.P2_NAME); setGuangBoAction(new EveryoneGoTargetRoom(this.getName(), RoomConstant.ROOM_TYPE_HOSPITAIL_SURGERY, getTargetChara(), 8, guangBoCode)); guangBoController.insertGuangBo(this.getGuangBoAction()); waitPlan = true; this.sendMessageToPlayer(new string[] { SystemConstant.P2_NAME + ", 这个病例上有你的名字", " 你最好来看看" }, guangBoCode); this.getBag().insertItem(item); } } else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_TRI_OPERATION) { Debug.Log("到达第3手术室"); H_tridOperationRoom tridOperationRoom = (H_tridOperationRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom()); Item item = tridOperationRoom.getOperatingTable().GetComponent <OperatingTable>().getItem(this); if (item != null) { this.getBag().insertItem(item); this.sendMessageToPlayer(new string[] { SystemConstant.P1_NAME + ", 你最好解释下这个解剖样本,这个是什么病?" }); } else { Debug.Log("这个解剖手术太奇怪了,我一定错过了什么。我要好好检查下。"); this.sendMessageToPlayer(new string[] { "这个解剖手术太奇怪了,我一定错过了什么。", "我要好好检查下。" }); } // this.setClickMessage(tridOperationRoom.findSomethingNews(this).ToArray()); } else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_MORGUE) { Debug.Log("到达停尸房"); this.sendMessageToPlayer(new string[] { "这里有好多尸体都标明了实验失败的标签", "而且实验人全是写的你医生的名字", "大家把医生抓住啊,他有重大嫌疑!" }); } else if (target.getRoomType() == RoomConstant.ROOM_TYPE_HOSPITAIL_STORE) { Debug.Log("到达储藏室"); H_storeRoom storeRoom = (H_storeRoom)roomContraller.findRoomByXYZ(this.getCurrentRoom()); Item item = storeRoom.getSafeCabinet().GetComponent <SafeCabinet>().getItem(this); if (item != null) { this.getBag().insertItem(item); this.getAbilityInfo()[3] = 1; //发疯后行动力加强 this.getAbilityInfo()[0] = this.getAbilityInfo()[0] + 3; this.getAbilityInfo()[1] = this.getAbilityInfo()[1] + 4; } else { if (!isCrazy()) { //this.sendMessageToPlayer(target.findSomethingNews(this.getName()).ToArray()); // this.setClickMessage(target.findSomethingNews(this).ToArray()); } } } else { Debug.Log("找路失败了"); } } } //this.setClickMessage(this.roomContraller.findRoomByXYZ(this.getCurrentRoom()).findSomethingNews(this).ToArray()); } } endRound(); }
public GameObject genRoom(int[] xyz, int[] door) { //房间Prefab所在文件夹路径 string roomType = groundRoomType.Dequeue(); string url = "Prefabs/" + roomType; //仅用Resources.Load会永久修改原形Prefab。应该用Instatiate,操作修改原形的克隆体 GameObject room = Instantiate(Resources.Load(url)) as GameObject; if (room == null) { Debug.Log("cant find room Prefab !!!"); } else { RoomInterface ri = room.GetComponent(System.Type.GetType(roomType)) as RoomInterface; ri.setXYZ(xyz); //根据这房间门的数据,生成对应的门 if (door [0] == 1) { //门启用 ri.northDoorEnable(); //门属于这个房间 GameObject doorGo = ri.getNorthDoor(); doorGo.GetComponent <DoorInterface> ().setRoom(ri); //门外有相邻房间的坐标为 // 错误代码int[] nextRoomXYZ = xyz; // 错误代码nextRoomXYZ [2] += 1原因:一维数组是引用类型,+1会导致xyz[]的修改; // 体现为 房间的map坐标!=房间的getXYZ //修正为 int[] nextRoomXYZ = new int[3]; nextRoomXYZ [0] = xyz [0]; nextRoomXYZ [1] = xyz [1]; nextRoomXYZ [2] = xyz [2]; nextRoomXYZ [1] += 1; doorGo.GetComponent <DoorInterface> ().setNextRoomXYZ(nextRoomXYZ); } if (door [1] == 1) { //门启用 ri.southDoorEnable(); //门属于这个房间 GameObject doorGo = ri.getSouthDoor(); doorGo.GetComponent <DoorInterface> ().setRoom(ri); //门外有相邻房间的坐标为 int[] nextRoomXYZ = new int[3]; nextRoomXYZ [0] = xyz [0]; nextRoomXYZ [1] = xyz [1]; nextRoomXYZ [2] = xyz [2]; nextRoomXYZ [1] -= 1; doorGo.GetComponent <DoorInterface> ().setNextRoomXYZ(nextRoomXYZ); } if (door [2] == 1) { //门启用 ri.westDoorEnable(); //门属于这个房间 GameObject doorGo = ri.getWestDoor(); doorGo.GetComponent <DoorInterface> ().setRoom(ri); //门外有相邻房间的坐标为 int[] nextRoomXYZ = new int[3]; nextRoomXYZ [0] = xyz [0]; nextRoomXYZ [1] = xyz [1]; nextRoomXYZ [2] = xyz [2]; nextRoomXYZ [0] -= 1; doorGo.GetComponent <DoorInterface> ().setNextRoomXYZ(nextRoomXYZ); } if (door [3] == 1) { //门启用 ri.eastDoorEnable(); //门属于这个房间 GameObject doorGo = ri.getEastDoor(); doorGo.GetComponent <DoorInterface> ().setRoom(ri); //门外有相邻房间的坐标为 int[] nextRoomXYZ = new int[3]; nextRoomXYZ [0] = xyz [0]; nextRoomXYZ [1] = xyz [1]; nextRoomXYZ [2] = xyz [2]; nextRoomXYZ [0] += 1; doorGo.GetComponent <DoorInterface> ().setNextRoomXYZ(nextRoomXYZ); } roomList.Add(ri.getXYZ(), ri); } return(room); }
public Stack <Node> findPath(RoomInterface intiRoom, RoomInterface targetNode, RoomContraller roundController) { openList.Clear(); closeList.Clear(); // Debug.Log(" intiRoom Room is " + intiRoom.getXYZ()[0] + "," + intiRoom.getXYZ()[1]); // Debug.Log(" targetNode Room is " + targetNode.getXYZ()[0] + "," + targetNode.getXYZ()[1]); bool finded = false; Node initNode = new Node(intiRoom.getXYZ()[0], intiRoom.getXYZ()[1], intiRoom.getXYZ()[2]); initNode.G = 10; initNode.H = (System.Math.Abs(initNode.xy[0] - targetNode.getXYZ()[0]) + System.Math.Abs(initNode.xy[1] - targetNode.getXYZ()[1])) * 10; initNode.F = initNode.G + initNode.H; openList.Add(initNode); while (!finded) { //计算起始位置周围的F值 currentNode = getLessestNode(openList); // Debug.Log(" currentNode Room is " + currentNode.xy[0] + "," + currentNode.xy[1]); closeList.Add(currentNode); if (currentNode.xy[0] == targetNode.getXYZ()[0] && currentNode.xy[1] == targetNode.getXYZ()[1]) { // Debug.Log("I got the targetRoom!!!!"); finded = true; break; } RoomInterface currentRoom = roundController.findRoomByXYZ(currentNode.xy); // Debug.Log(" currentRoom Room is " + currentRoom.getXYZ()[0] + "," + currentRoom.getXYZ()[1]); if (currentRoom.getNorthDoor().GetComponent <DoorInterface>().getShowFlag()) { node = new Node(currentRoom.getXYZ()[0], currentRoom.getXYZ()[1] + 1, currentRoom.getXYZ()[2]); if (!this.containClose(node, closeList)) { node.G = 10 + currentNode.G; node.H = (System.Math.Abs(node.xy[0] - targetNode.getXYZ()[0]) + System.Math.Abs(node.xy[1] - targetNode.getXYZ()[1])) * 10; if (roundController.findRoomByXYZ(node.xy).isLock()) { node.H = node.H + 50; } node.F = node.G + node.H; node.parent = currentNode; openList.Add(node); } } if (currentRoom.getSouthDoor().GetComponent <DoorInterface>().getShowFlag()) { node = new Node(currentRoom.getXYZ()[0], currentRoom.getXYZ()[1] - 1, currentRoom.getXYZ()[2]); if (!this.containClose(node, closeList)) { node.G = 10 + currentNode.G; node.H = (System.Math.Abs(node.xy[0] - targetNode.getXYZ()[0]) + System.Math.Abs(node.xy[1] - targetNode.getXYZ()[1])) * 10; if (roundController.findRoomByXYZ(node.xy).isLock()) { node.H = node.H + 50; } node.F = node.G + node.H; node.parent = currentNode; openList.Add(node); } } if (currentRoom.getEastDoor().GetComponent <DoorInterface>().getShowFlag()) { node = new Node(currentRoom.getXYZ()[0] + 1, currentRoom.getXYZ()[1], currentRoom.getXYZ()[2]); if (!this.containClose(node, closeList)) { node.G = 10 + currentNode.G; node.H = (System.Math.Abs(node.xy[0] - targetNode.getXYZ()[0]) + System.Math.Abs(node.xy[1] - targetNode.getXYZ()[1])) * 10; if (roundController.findRoomByXYZ(node.xy).isLock()) { node.H = node.H + 50; } node.F = node.G + node.H; node.parent = currentNode; openList.Add(node); } } if (currentRoom.getWestDoor().GetComponent <DoorInterface>().getShowFlag()) { node = new Node(currentRoom.getXYZ()[0] - 1, currentRoom.getXYZ()[1], currentRoom.getXYZ()[2]); if (!this.containClose(node, closeList)) { node.G = 10 + currentNode.G; node.H = (System.Math.Abs(node.xy[0] - targetNode.getXYZ()[0]) + System.Math.Abs(node.xy[1] - targetNode.getXYZ()[1])) * 10; if (roundController.findRoomByXYZ(node.xy).isLock()) { node.H = node.H + 50; } node.F = node.G + node.H; node.parent = currentNode; openList.Add(node); } } // Debug.Log("openList.Count " + openList.Count); } Stack <Node> paths = genPath(initNode, currentNode); return(paths); }
public new void defaultAction() { // Debug.Log("run default aciont"); if (waitPlan) { if (this.getGuangBoAction().isPlanSuccess()) { this.sendMessageToPlayer(new string[] { "快点来,我的大刀已经饥渴难耐了。" }); } else { this.sendMessageToPlayer(new string[] { "你们都不来吗? 那我等会再来问问" }); waitPlan = false; } } else { if (this.getTargetRoomList().Count <= 0) { Debug.Log("随便找个房间看看"); this.getTargetRoomList().Enqueue(roomContraller.getRandomRoom()); } RoomInterface target = this.getTargetRoomList().Peek(); if (AutoMoveManager.move(this, roomContraller, eventController, diceRoll, aPathManager, target.getXYZ())) { } } endRound(); }
public static bool doMove(Character chara, RoomContraller roomContraller, EventController eventController, DiceRollCtrl diceRoll, APathManager aPathManager, RoomInterface targetRoom, bool goUpOrDown) { if (chara.ActionPointrolled() || chara.getActionPoint() > 0) { Stack <Node> path = null; RoomInterface currentRoom = roomContraller.findRoomByXYZ(chara.getCurrentRoom()); //如果当前房间不是目标房间 //开始找路 if (chara.getCurrentRoom()[0] != targetRoom.getXYZ()[0] || chara.getCurrentRoom()[1] != targetRoom.getXYZ()[1] || chara.getCurrentRoom()[2] != targetRoom.getXYZ()[2]) { // Debug.Log("如果当前房间不是目标房间"); //判定是否同层 if (chara.getCurrentRoom()[2] != targetRoom.getXYZ()[2]) { // Debug.Log("如果目标房间是楼下, 先定位到下楼梯口房间, 如果目标是楼上,先定位到上楼梯口房间"); // 如果目标房间是楼下, 先定位到下楼梯口房间, 如果目标是楼上,先定位到上楼梯口房间 if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_UP) { // Debug.Log("目标是楼上,先定位到上楼梯口房间"); // targetRoom = roomContraller.findRoomByType(RoomConstant.); if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_GROUND) { // Debug.Log("当前房间 是地面, 只要到向上楼梯房间"); if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR, true)) { return(false); } else { // Debug.Log("当前房间 是楼上, 寻找目标房间"); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } else { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK, true)) { return(false); } else { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR, true)) { return(false); } else { // Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } } } else if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_GROUND) { if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_UP) { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR_BACK, true)) { return(false); } else { // Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } else { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK, true)) { return(false); } else { // Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } } else if (targetRoom.getXYZ()[2] == RoomConstant.ROOM_Z_DOWN) { // Debug.Log("目标是楼下,先定位到下楼梯口房间"); if (chara.getCurrentRoom()[2] == RoomConstant.ROOM_Z_GROUND) { // Debug.Log("当前房间 是地面, 只要到向下楼梯房间"); if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR, true)) { return(false); } else { // // Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } else { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_UPSTAIR_BACK, true)) { return(false); } else { if (!AutoMoveManager.move(chara, roomContraller, eventController, diceRoll, aPathManager, RoomConstant.ROOM_TYPE_DOWNSTAIR, true)) { return(false); } else { Debug.Log("现在同层了。。可以找最终目标房间了 :" + targetRoom); path = aPathManager.findPath(roomContraller.findRoomByXYZ(chara.getCurrentRoom()), targetRoom, roomContraller); } } } } } else { if (chara.ActionPointrolled()) { // Debug.Log("如果目标房间同层,直接找路"); int speed = chara.getAbilityInfo()[1] + chara.getDiceNumberBuffer(); int res = diceRoll.calculateDice(speed) + chara.getDiceValueBuffer(); chara.updateActionPoint(res); chara.setActionPointrolled(false); } path = aPathManager.findPath(currentRoom, targetRoom, roomContraller); } while (chara.getActionPoint() > 0 && path.Count > 0) { Node nextRoom = path.Peek(); bool opened = false; //判断向什么方向的房间 GameObject targetDoor = null; if (chara.getCurrentRoom()[0] == nextRoom.xy[0] && chara.getCurrentRoom()[1] - nextRoom.xy[1] < 0) { //up room //调用AI 专用方法 targetDoor = currentRoom.getNorthDoor(); //开门成功 } else if (chara.getCurrentRoom()[0] == nextRoom.xy[0] && chara.getCurrentRoom()[1] - nextRoom.xy[1] > 0) { //down room targetDoor = currentRoom.getSouthDoor(); } else if (chara.getCurrentRoom()[1] == nextRoom.xy[1] && chara.getCurrentRoom()[0] - nextRoom.xy[0] < 0) { //east room targetDoor = currentRoom.getEastDoor(); } else { //west room targetDoor = currentRoom.getWestDoor(); } if (roomContraller.findRoomByXYZ(nextRoom.xy).checkOpen(chara)) { // Debug.Log("没有锁,可以开门"); opened = targetDoor.GetComponent <WoodDoor>().openDoor(chara); //开门成功 } else { // Debug.Log("有锁,不可以开门"); if (typeof(NPC).IsAssignableFrom(chara.GetType())) { // Debug.Log("我是npc,我要去找钥匙开门"); NPC npc = (NPC)chara; npc.checkTargetRoomLocked(roomContraller.findRoomByXYZ(nextRoom.xy).getRoomType()); return(false); } else { // Debug.Log("怪物无法发言,只能等门被打开。"); }; } //如果进入房间是目标房间 暂时回合结束 if (opened) { bool result = eventController.excuteLeaveRoomEvent(currentRoom, chara); //非正式测试用,只考虑行动力足够 if (result == true) { //离开门成功 path.Pop(); currentRoom.removeChara(chara); roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); //当前人物坐标移动到下一个房间 chara.setCurrentRoom(nextRoom.xy); roomContraller.findRoomByXYZ(nextRoom.xy).setChara(chara); roomContraller.setCharaInMiniMap(nextRoom.xy, chara, true); //触发进门事件 // eventController.excuteEnterRoomEvent (nextRoom, roundController.getCurrentRoundChar ()); 暂时禁用 运行时有异常 } else { //离开失败 // Debug.Log("WoodDoor.cs OnMouseDown 离开房间失败"); } } } //找到房间后, 如果还有体力值, 判定是否是上下楼的房间,如果是 直接上下楼 if (chara.getActionPoint() > 0) { if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK) { // Debug.Log("找到目标房间了,但是行动力没有用完,直接上下楼"); RoomInterface stairRoom; if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR_BACK); } else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR); } else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK); } else { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR); } targetRoom.removeChara(chara); roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); stairRoom.setChara(chara); chara.setCurrentRoom(stairRoom.getXYZ()); chara.updateActionPoint(chara.getActionPoint() - SystemConstant.UPStairActionPoint); roomContraller.setCharaInMiniMap(stairRoom.getXYZ(), chara, true); return(true); } } } else { if (chara.ActionPointrolled()) { // Debug.Log("如果目标房间同层,直接找路"); int speed = chara.getAbilityInfo()[1] + chara.getDiceNumberBuffer(); int res = diceRoll.calculateDice(speed) + chara.getDiceValueBuffer(); chara.updateActionPoint(res); chara.setActionPointrolled(false); } if (goUpOrDown && (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR || targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK)) { // Debug.Log("当前房间是上或者下楼口"); //找到房间后, 如果还有体力值, 判定是否是上下楼的房间,如果是 直接上下楼 if (chara.getActionPoint() > 0) { // Debug.Log("找到目标房间了,但是行动力没有用完,直接上下楼"); RoomInterface stairRoom; if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR_BACK); } else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_UPSTAIR_BACK) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_UPSTAIR); } else if (targetRoom.getRoomType() == RoomConstant.ROOM_TYPE_DOWNSTAIR) { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR_BACK); } else { stairRoom = roomContraller.findRoomByRoomType(RoomConstant.ROOM_TYPE_DOWNSTAIR); } targetRoom.removeChara(chara); roomContraller.setCharaInMiniMap(chara.getCurrentRoom(), chara, false); stairRoom.setChara(chara); chara.setCurrentRoom(stairRoom.getXYZ()); chara.updateActionPoint(chara.getActionPoint() - SystemConstant.UPStairActionPoint); roomContraller.setCharaInMiniMap(stairRoom.getXYZ(), chara, true); return(true); } else { // Debug.Log("没有体力行动了"); return(false); } } // Debug.Log("和目标房间 一起"); return(true); } } else { Debug.Log("你已经丢过行动力骰子"); return(false); } return(false); }