Esempio n. 1
0
    /// <summary>
    /// 筛选对象
    /// </summary>
    /// <param name="searchWeightData">搜索对象目标权重数据</param>
    /// <param name="searchPositionObject">搜索对象集群数据</param>
    /// <param name="dataList">搜索列表</param>
    /// <returns></returns>
    public static IList <FormulaParamsPacker> TargetFilter(SelectWeightData searchWeightData, PositionObject searchPositionObject, IList <FormulaParamsPacker> dataList)
    {
        IList <FormulaParamsPacker> result = null;

        if (searchPositionObject != null && searchPositionObject.AllData.MemberData != null && dataList != null)
        {
            if (searchWeightData != null)
            {
                result = new List <FormulaParamsPacker>();

                for (var i = 0; i < dataList.Count; i++)
                {
                    var item = dataList[i];
                    if (GetWeight(searchWeightData, searchPositionObject, item.ReceiverMenber.ClusterData) >= 0)
                    {
                        result.Add(item);
                    }
                }
            }
            else
            {
                // 无筛选条件则返回所有单位
                result = dataList;
            }
        }

        return(result);
    }
    ///// <summary>
    ///// 筛选对象
    ///// </summary>
    ///// <param name="searchWeightData">搜索对象目标权重数据</param>
    ///// <param name="searchPositionObject">搜索对象集群数据</param>
    ///// <param name="dataList">搜索列表</param>
    ///// <returns></returns>
    //public static IList<FormulaParamsPacker> TargetFilter(SelectWeightData searchWeightData, PositionObject searchPositionObject, IList<FormulaParamsPacker> dataList)
    //{
    //    IList<FormulaParamsPacker> result = null;
    //    if (searchPositionObject != null && searchPositionObject.AllData.MemberData != null && dataList != null)
    //    {
    //        if (searchWeightData != null)
    //        {
    //            result = new List<FormulaParamsPacker>();

    //            for (var i = 0; i < dataList.Count; i++)
    //            {
    //                var item = dataList[i];
    //                if (GetWeight(searchWeightData, searchPositionObject, item.ReceiverMenber.ClusterData) >= 0)
    //                {
    //                    result.Add(item);
    //                }
    //            }
    //        }
    //        else
    //        {
    //            // 无筛选条件则返回所有单位
    //            result = dataList;
    //        }
    //    }

    //    return result;
    //}



    /// <summary>
    /// 筛选对象
    /// </summary>
    /// <param name="searchWeightData">搜索对象目标权重数据</param>
    /// <param name="searchPositionObject">搜索对象集群数据</param>
    /// <param name="dataList">搜索列表</param>
    /// <returns></returns>
    public static IList <T> TargetFilter <T>(SelectWeightData searchWeightData, T searchPositionObject, IList <T> dataList) where T : IAllDataHolder, IBaseMember, IGraphicsHolder
    {
        IList <T> result = null;

        if (searchPositionObject != null && searchPositionObject.AllData.MemberData != null && dataList != null)
        {
            if (searchWeightData != null)
            {
                // 目标列表Array
                var targetArray = new T[dataList.Count];
                // 目标权重值
                var weightKeyArray = new float[dataList.Count];

                for (var i = 0; i < dataList.Count; i++)
                {
                    var targetPositionObj = dataList[i];
                    var sumWeight         = GetWeight(searchWeightData, searchPositionObject, targetPositionObj);

                    // TODO 各项为插入式结构
                    // 比对列表中的值, 大于其中某项值则将其替换位置并讲其后元素向后推一位.
                    for (var j = 0; j < weightKeyArray.Length; j++)
                    {
                        if (sumWeight > weightKeyArray[j])
                        {
                            for (var k = weightKeyArray.Length - 1; k > j; k--)
                            {
                                weightKeyArray[k] = weightKeyArray[k - 1];
                                targetArray[k]    = targetArray[k - 1];
                            }
                            weightKeyArray[j] = sumWeight;
                            targetArray[j]    = targetPositionObj;
                            break;
                        }
                    }
                }

                result = targetArray.Where(targetItem => targetItem != null).ToList();
            }
            else
            {
                // 无筛选条件则返回所有单位
                result = dataList;
            }
        }

        return(result);
    }
Esempio n. 3
0
    static int set_WeightData(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            SkillInfo        obj  = (SkillInfo)o;
            SelectWeightData arg0 = (SelectWeightData)ToLua.CheckObject(L, 2, typeof(SelectWeightData));
            obj.WeightData = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index WeightData on a nil value" : e.Message));
        }
    }
Esempio n. 4
0
    static int get_WeightData(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            SkillInfo        obj = (SkillInfo)o;
            SelectWeightData ret = obj.WeightData;
            ToLua.PushObject(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index WeightData on a nil value" : e.Message));
        }
    }
    /// <summary>
    /// 是否可以选择目标
    /// </summary>
    /// <param name="selectWeightData">选择方权重数据</param>
    /// <param name="targetAllData">目标方基础数据</param>
    /// <returns>是否可以选择</returns>
    public static bool CouldSelectTarget(SelectWeightData selectWeightData, AllData targetAllData)
    {
        var result = true;

        var targetData = targetAllData.MemberData;

        // 如果不可攻击建筑并且是建筑
        // 或不可攻击空中并且是空中
        // 或不可攻击地面并且是地面
        // 或处于死亡或假死状态
        // 或目标是障碍物
        // 则不能选择该单位
        // 排除阵营
        if ((selectWeightData.BuildWeight < 0 &&
             targetData.GeneralType == Utils.GeneralTypeBuilding) ||
            (selectWeightData.AirWeight < 0 && targetData.GeneralType == Utils.GeneralTypeAir) ||
            (selectWeightData.SurfaceWeight < 0 &&
             targetData.GeneralType == Utils.GeneralTypeSurface) ||
            targetData.CurrentHP <= 0)
        {
            return(false);
        }

        // 判断阵营
        if ((selectWeightData.CampWeight != 1 || targetData.Camp != 1) &&
            (selectWeightData.CampWeight != 2 || targetData.Camp != 2) &&
            selectWeightData.CampWeight != 0)
        {
            return(false);
        }

        // 判断生命区间
        if (selectWeightData.HpScopeMaxValue >= 0 && selectWeightData.HpScopeMinValue >= 0)
        {
            // 区分判断类型
            switch (selectWeightData.HpScopeType)
            {
            case 0:
                // 计算生命值百分比
                var percent = targetData.CurrentHP / targetData.TotalHp;
                if (percent < selectWeightData.HpScopeMinValue || percent > selectWeightData.HpScopeMaxValue)
                {
                    return(false);
                }
                break;

            case 1:
                if (targetData.CurrentHP < selectWeightData.HpScopeMinValue || targetData.CurrentHP > selectWeightData.HpScopeMaxValue)
                {
                    return(false);
                }
                break;
            }
        }

        //// 判断负面buff
        //if (selectWeightData.DeBuffWeight > 0)
        //{
        //    // 必须有负面buff
        //    result = targetAllData.BuffInfoList.Any(buff => !buff.IsBeneficial);
        //}
        //else if (selectWeightData.DeBuffWeight < 0)
        //{
        //    // 必须没有负面buff
        //    result = targetAllData.BuffInfoList.All(buff => buff.IsBeneficial);
        //}

        //// 判断正面buff
        //if (selectWeightData.BuffWeight > 0)
        //{
        //    // 必须有正面buff
        //    result = targetAllData.BuffInfoList.Any(buff => buff.IsBeneficial);
        //}
        //else if (selectWeightData.BuffWeight < 0)
        //{
        //    // 必须没有正面buff
        //    result = targetAllData.BuffInfoList.All(buff => !buff.IsBeneficial);
        //}

        //// 如果目标隐形并且选择者反隐, 或者不隐形
        //if ((targetData.IsHide && selectWeightData.HideWeight < 0))
        //{
        //    result = false;
        //}

        return(result);
    }
    /// <summary>
    /// 计算权重值
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="searchWeightData"></param>
    /// <param name="searchPositionObject"></param>
    /// <param name="targetPositionObject"></param>
    /// <returns></returns>
    public static float GetWeight <T>(SelectWeightData searchWeightData, T searchPositionObject, T targetPositionObject) where T : IAllDataHolder, IBaseMember, IGraphicsHolder
    {
        var sumWeight = 0f;

        var targetAllData    = targetPositionObject.AllData;
        var targetMemberData = targetAllData.MemberData;
        var searchMemberData = searchPositionObject.AllData.MemberData;

        // 从列表中找到几项权重值最高的目标个数个单位
        // 将各项值标准化, 然后乘以权重求和, 得到最高值

        // -------------------------Level1-----------------------------
        // 排除不可攻击单位
        if (!CouldSelectTarget(searchWeightData, targetAllData))
        {
            return(-1);
        }
        // 计算空地属性权重
        switch (targetMemberData.GeneralType)
        {
        case Utils.GeneralTypeAir:
            sumWeight += searchWeightData.AirWeight;
            break;

        case Utils.GeneralTypeBuilding:
            sumWeight += searchWeightData.BuildWeight;
            break;

        case Utils.GeneralTypeSurface:
            sumWeight += searchWeightData.SurfaceWeight;
            break;
        }

        // -------------------------Level2-----------------------------
        // 计算单位类型权重
        //switch (targetMemberData.ArmyType)
        //{
        //    case Utils.MemberItemTypeHuman:
        //        sumWeight += searchWeightData.HumanWeight;
        //        break;
        //    case Utils.MemberItemTypeOrc:
        //        sumWeight += searchWeightData.OrcWeight;
        //        break;
        //    case Utils.MemberItemTypeOmnic:
        //        sumWeight += searchWeightData.OmnicWeight;
        //        break;
        //}

        // -------------------------Level3-----------------------------
        // 隐形单位
        if (targetMemberData.IsHide)
        {
            if (searchWeightData.HideWeight <= 0)
            {
                return(-1);
            }
            sumWeight += searchWeightData.HideWeight;
        }
        // 嘲讽单位
        if (targetMemberData.IsTaunt)
        {
            if (searchWeightData.TauntWeight < 0)
            {
                return(-1);
            }
            sumWeight += searchWeightData.TauntWeight;
        }

        // -------------------------Level4-----------------------------
        // 小生命权重, 血越少权重越高
        if (searchWeightData.HealthMaxWeight > 0)
        {
            // 血量 (最大血量 - 当前血量)/最大血量 * 生命权重
            sumWeight += searchWeightData.HealthMaxWeight * (targetMemberData.TotalHp -
                                                             targetMemberData.CurrentHP) / targetMemberData.TotalHp;
        }

        // 大生命权重, 生命值越多权重越高
        if (searchWeightData.HealthMinWeight > 0)
        {
            // 血量 当前血量/最大血量 * 生命权重
            sumWeight += searchWeightData.HealthMinWeight * targetMemberData.CurrentHP /
                         targetMemberData.TotalHp;
        }

        var distance = Utils.GetTwoPointDistance2D(searchPositionObject.X, searchPositionObject.Y,
                                                   targetPositionObject.X, targetPositionObject.Y);

        // 长距离权重, 距离越远权重越大
        if (searchWeightData.DistanceMinWeight > 0)
        {
            sumWeight += searchWeightData.DistanceMinWeight *
                         (searchMemberData.AttackRange - distance) /
                         searchMemberData.AttackRange;
        }

        // 短距离权重, 距离越远权重越小
        if (searchWeightData.DistanceMaxWeight > 0)
        {
            sumWeight += searchWeightData.DistanceMaxWeight * distance / searchMemberData.AttackRange;
        }

        return(sumWeight);
    }
Esempio n. 7
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    /// <summary>
    /// 创建测试单元
    /// </summary>
    /// <param name="count">创建单元个数</param>
    private void CreateAllMember(int count)
    {
        var random = new System.Random();

        // 测试 四叉树遇上超大目标
        for (var i = 0; i < count; i++)
        {
            // TODO 创建数据
            var memberData = new VOBase
            {
                SpaceSet    = 10,
                MoveSpeed   = 10,
                AttackRange = 20
            };
            var gameObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
            var member  = gameObj.AddComponent <ClusterData>();
            var x       = random.Next(0, MapWidth);
            var y       = random.Next(0, MapHeight);


            memberData.SpaceSet    = i % 5 + 1;
            memberData.CurrentHP   = i % 5 + 1;
            memberData.AttackRange = 100;
            memberData.TotalHp     = 10;
            memberData.GeneralType = (short)random.Next(1, 4);
            //member.IsSurface = random.Next(1) > 0;
            //member.IsAir = !member.IsSurface;
            //member.IsBuild = random.Next(1) > 0;
            memberData.ArmyType = (short)random.Next(1, 4);
            memberData.IsHide   = random.Next(1) > 0;

            member.AllData.MemberData = memberData;
            //    new VOBase()
            //{
            //    AttackRange = 20,
            //    SpaceSet = 3,
            //    ObjID = new ObjectID(ObjectID.ObjectType.MySoldier),
            //    MoveSpeed = 60
            //};
            // TODO 物理信息中一部分来自于数据
            member.MaxSpeed                = 10;
            member.RotateSpeed             = 10;
            member.transform.localPosition = new Vector3((i % 3) * 2 + x, 0, i / 3 * 2 + y);
            member.name     = "item" + i;
            member.Diameter = (i) % 5 + 1;
            //member.Name = "member" + i;
            member.X = x;
            member.Y = y;
            //member.IsTaunt = random.Next(1) > 0;

            // 随机给方向
            member.Direction = new Vector3(random.Next(1, 100), 0, random.Next(1, 100));

            var fightData = member.AllData.SelectWeightData;
            fightData = new SelectWeightData();
            // 选择目标数据
            fightData.AirWeight     = -1;
            fightData.BuildWeight   = 100;
            fightData.SurfaceWeight = 100;

            fightData.HumanWeight = 10;
            fightData.OrcWeight   = 10;
            fightData.OmnicWeight = 10;
            //member.TankWeight = 10;
            //member.LVWeight = 10;
            //member.CannonWeight = 10;
            //member.AirCraftWeight = 10;
            //member.SoldierWeight = 10;

            fightData.HideWeight  = -1;
            fightData.TauntWeight = 1000;

            fightData.HealthMaxWeight = 0;
            fightData.HealthMinWeight = 10;
            //member.AngleWeight = 10;
            fightData.DistanceMaxWeight = 0;
            fightData.DistanceMinWeight = 10;

            member.AllData.MemberData.Accuracy    = 0.9f;
            member.AllData.MemberData.SpreadRange = 10;

            //memberData.MultiAimMax = 10;
            MemberList.Add(member);
            if (i == 0)
            {
                _leader = member;
            }
        }
    }
Esempio n. 8
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    /// <summary>
    /// 随机生成地图
    /// </summary>
    /// <param name="x">地图宽度</param>
    /// <param name="y">地图高度</param>
    /// <returns>地图数据</returns>
    //int[][] RandomMap(int x, int y)
    //{
    //    var random = new Random();
    //    var map = new int[y][];
    //    for (var i = 0; i < y; i++)
    //    {
    //        if (map[i] == null)
    //        {
    //            map[i] = new int[x];
    //        }
    //        for (var j = 0; j < x; j++)
    //        {

    //            map[i][j] = random.Next(RandomRate) > 1 ? Accessibility : Obstacle;
    //        }
    //    }
    //    return map;
    //}

    /// <summary>
    /// 集群功能
    /// 组建集群开始根据路径点移动
    /// </summary>
    /// <param name="pathList">列表</param>
    /// <param name="map">地图信息</param>
    private void StartMoving(IList <Node> pathList, int[][] map, int startX, int startY)
    {
        if (pathList == null || pathList.Count == 0)
        {
            return;
        }
        foreach (var item in itemList)
        {
            Destroy(item);
            Destroy(item.gameObject);
        }
        itemList.Clear();
        // 清除所有组
        ClusterManager.Single.ClearAll();
        GameObject  schoolItem = null;
        ClusterData school     = null;
        var         cloneList  = new List <Node>(pathList);
        var         target     = Utils.NumToPosition(LoadMap.transform.position, new Vector2(cloneList[cloneList.Count - 1].X, cloneList[cloneList.Count - 1].Y), UnitWidth, MapWidth, MapHeight);
        var         start      = Utils.NumToPosition(LoadMap.transform.position, new Vector2(startX, startY), UnitWidth, MapWidth, MapHeight);

        for (int i = 0; i < ItemCount; i++)
        {
            var objId = new ObjectID(ObjectID.ObjectType.MySoldier);
            schoolItem = GameObject.CreatePrimitive(PrimitiveType.Cube);
            school     = schoolItem.AddComponent <ClusterData>();
            school.AllData.MemberData = new VOBase()
            {
                AttackRange = 20,
                ObjID       = objId,
                MoveSpeed   = 60,
                GeneralType = 1,
                Camp        = 1,
                Attack1     = 10
            };
            //school.GroupId = 1;
            // TODO 物理信息中一部分来自于数据
            school.MaxSpeed                = 10;
            school.RotateSpeed             = 10;
            school.transform.localPosition = new Vector3((i % 3) * 2 + start.x, start.y, i / 3 * 2 + start.z);
            school.name      = "item" + i;
            school.TargetPos = target;
            school.Diameter  = (i == 0 ? 10 : 3);
            school.PushTargetList(Utils.NumToPostionByList(LoadMap.transform.position, cloneList, UnitWidth, MapWidth, MapHeight));
            //school.Moveing = (a) => { Debug.Log(a.name + "Moving"); };

            //school.Wait = (a) => { Debug.Log(a.name + "Wait"); };
            //school.Complete = (a) => { Debug.Log(a.name + "Complete"); };
            // 目标选择权重
            var fightData = new SelectWeightData();
            // 选择目标数据
            fightData.AirWeight     = 100;
            fightData.BuildWeight   = 100;
            fightData.SurfaceWeight = 100;

            fightData.HumanWeight = 10;
            fightData.OrcWeight   = 10;
            fightData.OmnicWeight = 10;
            //member.TankWeight = 10;
            //member.LVWeight = 10;
            //member.CannonWeight = 10;
            //member.AirCraftWeight = 10;
            //member.SoldierWeight = 10;

            fightData.HideWeight  = -1;
            fightData.TauntWeight = 1000;

            fightData.HealthMaxWeight = 0;
            fightData.HealthMinWeight = 10;
            //member.AngleWeight = 10;
            fightData.DistanceMaxWeight         = 0;
            fightData.DistanceMinWeight         = 10;
            school.AllData.SelectWeightData     = fightData;
            school.AllData.MemberData.CurrentHP = 99;
            school.AllData.MemberData.TotalHp   = 100;


            // 创建测试技能
            school.AllData.SkillInfoList = new List <SkillInfo>()
            {
            };

            // 创建测试光环
            school.AllData.RemainInfoList = new List <RemainInfo>()
            {
                //remain,
            };


            itemList.Add(school);
            ClusterManager.Single.Add(school);
            var displayOwner = new DisplayOwner(schoolItem, school);
            DisplayerManager.Single.AddElement(objId, displayOwner);
            if (remain != null)
            {
                remain.ReleaseMember = displayOwner;
            }

            if (IsFSM)
            {
                // 加载RanderControl
                var randerControl = schoolItem.AddComponent <RanderControl>();
                displayOwner.RanderControl = randerControl;
                // 挂载事件处理器
                var triggerRunner = schoolItem.AddComponent <TriggerRunner>();
                triggerRunner.Display = displayOwner;

                // TODO 为了适应状态机中的效果
                var head = GameObject.CreatePrimitive(PrimitiveType.Cube);
                head.name = "head";
                schoolItem.AddChild(head);
            }

            //Action<ClusterGroup> lam = (thisGroup) =>
            //{
            //    // Debug.Log("GroupComplete:" + thisGroup.Target);
            //    // 数据本地化
            //    // 数据结束
            //    if (cloneList.Count == 0)
            //    {
            //        return;
            //    }
            //    cloneList.RemoveAt(cloneList.Count - 1);
            //    if (cloneList.Count == 0)
            //    {
            //        return;
            //    }
            //    //var node = cloneList[cloneList.Count - 1];
            //    //thisGroup.Target = Utils.NumToPosition(LoadMap.transform.position, new Vector2(node.X, node.Y), UnitWidth, MapWidth, MapHeight);
            //};
            //school.Group.ProportionOfComplete = 1;
            //school.Group.Complete = lam;
        }
        // 设置搜寻单位
        scaner = school;

        GameObject  fixItem = null;
        FixtureData fix     = null;

        // 遍历地图将障碍物加入列表
        for (var i = 0; i < map.Length; i++)
        {
            var row = map[i];
            for (int j = 0; j < row.Length; j++)
            {
                switch (row[j])
                {
                case Utils.Obstacle:
                    fixItem                = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    fixItem.name          += i;
                    fix                    = fixItem.AddComponent <FixtureData>();
                    fix.AllData.MemberData = new VOBase()
                    {
                        SpaceSet = 1
                    };
                    fix.transform.localScale = new Vector3(UnitWidth, UnitWidth, UnitWidth);
                    fix.transform.position   = Utils.NumToPosition(transform.position, new Vector2(j, i), UnitWidth, MapWidth, MapHeight);
                    fix.X        = j * UnitWidth - MapWidth * UnitWidth * 0.5f;
                    fix.Y        = i * UnitWidth - MapHeight * UnitWidth * 0.5f;
                    fix.Diameter = 1;
                    itemList.Add(fix);
                    ClusterManager.Single.Add(fix);
                    break;
                }
            }
        }

        //school.Group.Target = Utils.NumToPosition(LoadMap.transform.position, new Vector2(cloneList[cloneList.Count - 1].X, cloneList[cloneList.Count - 1].Y), UnitWidth, MapWidth, MapHeight);


        //Action<ClusterGroup> lambdaComplete = (thisGroup) =>
        //{
        //    // Debug.Log("GroupComplete:" + thisGroup.Target);
        //    // 数据本地化
        //    // 数据结束
        //    if (cloneList.Count == 0)
        //    {
        //        return;
        //    }
        //    cloneList.RemoveAt(cloneList.Count - 1);
        //    if (cloneList.Count == 0)
        //    {
        //        return;
        //    }
        //    var node = cloneList[cloneList.Count - 1];
        //    thisGroup.Target = Utils.NumToPosition(LoadMap.transform.position, new Vector2(node.X, node.Y), UnitWidth, MapWidth, MapHeight);
        //};
        //school.Group.ProportionOfComplete = 1;
        //school.Group.Complete = lambdaComplete;
    }
Esempio n. 9
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    /// <summary>
    /// 创建单位
    /// </summary>
    private void CreateMember()
    {
        var objId      = new ObjectID(ObjectID.ObjectType.MySoldier);
        var schoolItem = GameObject.CreatePrimitive(PrimitiveType.Cube);
        var school     = schoolItem.AddComponent <ClusterData>();

        school.AllData.MemberData = new VOBase()
        {
            AttackRange = 20,
            SpaceSet    = 3,
            ObjID       = objId,
            MoveSpeed   = UnitWidth,
            CurrentHP   = 99,
            TotalHp     = 100,
            AttackType  = 1,
            Attack1     = 10,
            ArmyType    = 1,
            GeneralType = 1
        };
        school.RotateSpeed = 10;
        // 随机位置
        school.transform.localPosition = new Vector3(random.Next(-MapWidth / 2, MapWidth / 2), 0, random.Next(-MapHeight / 2, MapHeight / 2));
        // 单位名称
        school.name = itemName + memberNum;
        //school.TargetPos = target;
        // 单位大小
        school.Diameter = UnitWidth;

        // 挂载状态机运行器
        var fsmRunner = schoolItem.AddComponent <TriggerRunner>();

        fsmRunner.Display = new DisplayOwner(schoolItem, school);

        // 目标选择权重数据
        var fightData = new SelectWeightData
        {
            AirWeight         = 100,
            BuildWeight       = 100,
            SurfaceWeight     = 100,
            HumanWeight       = 10,
            OrcWeight         = 10,
            OmnicWeight       = 10,
            HideWeight        = -1,
            TauntWeight       = 1000,
            HealthMaxWeight   = 0,
            HealthMinWeight   = 10,
            DistanceMaxWeight = 0,
            DistanceMinWeight = 10
        };

        school.AllData.SelectWeightData = fightData;

        // 创建测试技能
        school.AllData.SkillInfoList = new List <SkillInfo>();
        school.PushTarget(targetPos);
        // 挂载TriggerRunner
        var triggerRunner = schoolItem.AddComponent <TriggerRunner>();

        triggerRunner.Display = new DisplayOwner(schoolItem, school, schoolItem.AddComponent <RanderControl>());

        // 单位放入集群管理器
        ClusterManager.Single.Add(school);
        DisplayerManager.Single.AddElement(objId, triggerRunner.Display);
        // 单位放入成员列表
        memberList.Add(school);
        // 设置活动目标为最新创建目标
        workingObj = school;

        memberNum++;
    }