コード例 #1
0
        public CircleShap(FixedNumber r, int num)
        {
            FixedNumber t360 = new FixedNumber(360);
            FixedNumber tmp  = t360 / num;

            Fixed2[] v2s = new Fixed2[num];
            int      i   = 0;

            for (FixedNumber tr = new FixedNumber(0); tr < t360 && i < num; tr += tmp, i++)
            {
                v2s[i] = Fixed2.Parse(tr) * r;
            }

            Points = v2s;
        }
コード例 #2
0
ファイル: AiEngine.cs プロジェクト: ybbbby/Client_IDG_YISHI
    public AINodeStatus AiAction(AINode node)
    {
        // UnityEngine.Debug.LogError("AI_"+(ActionType)node.intType);
        vInput.Key.Reset();
        var type = (ActionType)node.intType;

        switch (type)
        {
        case ActionType.hasEnemy: {
            if (enemy != null && enemy.active)
            {
                return(AINodeStatus.Success);
            }
            else
            {
                //  vInput.Key.SetKey(false,KeyNum.MoveKey);

                return(AINodeStatus.Failure);
            }
        }

        case ActionType.findEnemy: {
            var others = player.client.physics.OverlapShap(new CircleShap(5.ToFixed(), 6), player.transform.Position);
            foreach (var other in others)
            {
                if (other is PlayerData)
                {
                    var te = other as PlayerData;
                    if (teamManager.IsEnemy(te, player))
                    {
                        enemy = te;
                        return(AINodeStatus.Success);
                    }
                    // vInput.Key.SetKey(false,KeyNum.MoveKey);
                }
            }
            if (hasDirection)
            {
                vInput.SetJoyStickDirection(KeyNum.MoveKey, moveDir);
            }
            else
            {
                moveDir      = Fixed2.Parse(player.client.random.Range(0, 360).ToFixed());
                hasDirection = true;
                player.client.coroutine.WaitCall(player.client.random.RangeFixed(2.ToFixed(), 5.ToFixed()), () => { hasDirection = false; });
            }
            return(AINodeStatus.Failure);
        }

        case ActionType.enemyInRange: {
            if (Fixed2.DistanceLess(ComputNextPos(enemy), player.transform.Position, 1.5f.ToFixed()))
            {
                vInput.Key.SetKey(false, KeyNum.MoveKey);
                return(AINodeStatus.Success);
            }
            else
            {
                return(AINodeStatus.Failure);
            }
        }

        case ActionType.skill1: {
            vInput.SetJoyStickDirection(KeyNum.Skill1, ComputNextPos(enemy) - (player.transform.Position));


            player.client.coroutine.WaitCall(0.5f.ToFixed(), () => { vInput.Key.SetKey(false, KeyNum.Skill1); });
            return(AINodeStatus.Success);
        }

        case ActionType.findPath: {
            moveDir = enemy.transform.Position - player.transform.Position;


            return(AINodeStatus.Success);
        }

        case ActionType.moveToEnemy: {
            if (DontHasPath(moveDir))
            {
                var rot = moveDir.ToRotation();
                rot    += 90;
                moveDir = Fixed2.Parse(rot);
                if (DontHasPath(moveDir))
                {
                    rot    -= 180;
                    moveDir = Fixed2.Parse(rot);
                }
            }
            vInput.SetJoyStickDirection(KeyNum.MoveKey, moveDir);
            return(AINodeStatus.Success);
        }

        default: break;
        }

        return(AINodeStatus.Failure);
    }