コード例 #1
0
ファイル: UnitMoveLogic.cs プロジェクト: shineTeam7/home3
    protected void driveMoveFrame(float delay)
    {
        DriveLogic drive = _drive;

        _tempPos.clear();

        DriveData dData = _d.driveData;

        float speedAbs = Math.Abs(drive.driveCurrentMoveSpeedM);

        if (speedAbs == 0 && dData.forward == 0)
        {
            if (dData.turn == 0 || !drive.canDriveTurnAtPivot)
            {
                return;
            }
        }

        //本次移动距离
        float dis;

        //不启用加速度
        if (drive.driveAccelerateSpeedM == 0)
        {
            dis = _useMoveSpeedM * delay * dData.forward;
        }
        else
        {
            //滑行
            if (dData.forward == 0)
            {
                //需要的减速时间
                float nTime = speedAbs / drive.driveGroundFrictionM;
                float useA  = drive.driveCurrentMoveSpeedM > 0 ? -drive.driveGroundFrictionM : drive.driveGroundFrictionM;

                if (delay <= nTime)
                {
                    float d = useA * delay;
                    dis = drive.driveCurrentMoveSpeedM * delay + d * delay / 2;
                    drive.driveCurrentMoveSpeedM += d;
                }
                //减到0
                else
                {
                    dis = drive.driveCurrentMoveSpeedM * nTime / 2;              //vt/2
                    drive.driveCurrentMoveSpeedM = 0;
                }
            }
            else
            {
                float useA       = drive.driveAccelerateSpeedM * dData.forward;
                bool  sameSymbol = MathUtils.sameSymbol(useA, drive.driveCurrentMoveSpeedM);

                //符号相同,并且已经是最高速度
                if (sameSymbol && speedAbs >= _useMoveSpeedM)
                {
                    dis = drive.driveCurrentMoveSpeedM * delay;
                }
                else
                {
                    //需要加速的时间
                    float nTime = (_useMoveSpeedM - (sameSymbol ? speedAbs : -speedAbs)) / drive.driveAccelerateSpeedM;

                    //匀加速
                    if (delay <= nTime)
                    {
                        float d = useA * delay;
                        dis = drive.driveCurrentMoveSpeedM * delay + d * delay / 2;
                        drive.driveCurrentMoveSpeedM += d;
                    }
                    //到max
                    else
                    {
                        dis = drive.driveCurrentMoveSpeedM * nTime + useA * nTime * nTime / 2;

                        //到达最大速度
                        drive.driveCurrentMoveSpeedM = useA > 0 ? _useMoveSpeedM : -_useMoveSpeedM;
                        //剩余时间用新速度
                        dis += (drive.driveCurrentMoveSpeedM * (delay - nTime));
                    }
                }
            }
        }

        bool hasPos = false;
        bool hasDir = false;

        if (dData.turn == 0)
        {
            if (dis != 0)
            {
                _scenePosLogic.calculateVectorByDir(_tempPos, _dir, dis);
                _scenePosLogic.addPos(_tempPos, _pos);
                hasPos = true;
            }
            else
            {
                return;
            }
        }
        else
        {
            if (dis != 0)
            {
                float angle;
                float radius;

                if (drive.canDriveTurnAtPivot)
                {
                    angle  = drive.driveDirectionSpeed * delay;
                    radius = dis / angle;
                }
                else
                {
                    radius = drive.driveTurnRadius;
                    angle  = dis / radius;
                }

                //正方向
                float forward = (float)(radius * Math.Sin(angle));
                //两侧
                float side = (float)(radius * (1 - Math.Cos(angle)));

                _tempPos.x = forward;
                _tempPos.z = dData.turn * side;
                _tempPos.y = 0;

                //朝向向量
                _scenePosLogic.rotatePosByDir2D(_tempPos, _dir);
                _scenePosLogic.addPos(_tempPos, _pos);

                //朝向修改
                _dir.direction = MathUtils.directionCut(_dir.direction - (angle * dData.turn));
                hasDir         = true;
                hasPos         = true;
            }
            else
            {
                if (drive.canDriveTurnAtPivot)
                {
                    float angle = drive.driveDirectionSpeed * delay;
                    _dir.direction = MathUtils.directionCut(_dir.direction - (angle * dData.turn));
                    hasDir         = true;
                }
                else
                {
                    return;
                }
            }
        }

        BaseGameUtils.makeTerrainPos(_tempPos);

        if (hasDir)
        {
            _unit.pos.onSetDir();
        }

        if (hasPos)
        {
            if (_scenePosLogic.isPosEnabled(_moveType, _tempPos))
            {
                _pos.copyPos(_tempPos);
                _unit.pos.onSetPos();
            }
            else
            {
                // Ctrl.print("撞墙",_tempPos.toDataString());
            }
        }


        if (drive.driveAccelerateSpeedM != 0 && drive.driveCurrentMoveSpeedM == 0f && dData.forward == 0 && _currentMoveIsInitiative)
        {
            if (!drive.canDriveTurnAtPivot || dData.turn == 0)
            {
                stopMove();
            }
        }
    }
コード例 #2
0
ファイル: UnitMoveLogic.cs プロジェクト: shineTeam7/home3
    public override void init()
    {
        base.init();

        _scenePosLogic = _scene.pos;

        _d   = _data.move;
        _pos = _data.pos.pos;
        _dir = _data.pos.dir;

        //有战斗数据
        if (_data.fight != null)
        {
            FightUnitConfig fightUnitConfig = _data.getFightIdentity().getFightUnitConfig();

            _moveType       = fightUnitConfig.mapMoveType;
            _walkSpeedRatio = fightUnitConfig.walkSpeedRatio;

            if (fightUnitConfig.needDrive)
            {
                if (_drive == null)
                {
                    _drive = new DriveLogic();
                }

                DriveLogic drive = _drive;
                drive.needDrive = true;

                drive.needDrive           = fightUnitConfig.needDrive;
                drive.canDriveTurnAtPivot = fightUnitConfig.canDriveTurnAtPivot;
                drive.driveDirectionSpeed = fightUnitConfig.driveDirectionSpeedT;
                drive.driveTurnRadius     = fightUnitConfig.driveTurnRadius;

                if (fightUnitConfig.driveAccelerateSpeed == 0)
                {
                    drive.driveAccelerateSpeedM = 0f;
                    drive.driveGroundFrictionM  = 0f;
                }
                else
                {
                    drive.driveAccelerateSpeedM = fightUnitConfig.driveAccelerateSpeed * Global.useMoveSpeedRatio / 1000000f;
                    //先暂时取陆地的
                    drive.driveGroundFrictionM = MapBlockTypeConfig.get(MapBlockType.Land).groundFriction *Global.useMoveSpeedRatio / 1000000f;
                }
            }
            else
            {
                if (_drive != null)
                {
                    _drive.needDrive = false;
                }
            }

            calculateUseMoveSpeed();
        }
        else
        {
            if (_drive != null)
            {
                _drive.needDrive = false;
            }
        }
    }