コード例 #1
0
ファイル: MoveBehavior.cs プロジェクト: frozen4/UnityPlus
    public void SetData(Vector3 targetPos, float speed, LuaFunction cb, int objID, float fOffset, bool autopathing)
    {
        if (_ObjectComponent == null)
        {
            _ObjectComponent = _Owner.GetComponent <ObjectBehaviour>();
        }

        _TargetPos = targetPos;

        #region 主角自动寻路判断逻辑
        if (_OwnerType == ObjectBehaviour.OBJ_TYPE.HOSTPLAYER)
        {
            if (fOffset > 0.0f && Util.DistanceH(_Owner.transform.position, targetPos) < fOffset)        //检查是否距离过近, 取消寻路,走直线逻辑
            {
                CHostPathFindingInfo.Instance.Clear();
            }
            else
            {
                CalcHostPathFindingInfo();
                SetCameraQuickFollow(autopathing);
            }
        }
        #endregion

        _MoveSpeed   = speed;
        _TargetPos.y = CUnityUtil.GetMapHeight(_TargetPos) + _ObjectComponent.OffsetY;  // 只需要在设置目标点时,计算一次高度
        _DestOffset  = fOffset;
        if (OnFinishCallbackRef != null)
        {
            OnFinishCallbackRef.Release();
        }
        OnFinishCallbackRef = cb;

        _BlockOccurCount = 0;
    }
コード例 #2
0
ファイル: TurnBehavior.cs プロジェクト: frozen4/UnityPlus
    public void SetData(Vector3 dir, float speed, LuaFunction cb, bool continued = false, float continued_angle = 0)
    {
        if (speed < 0.00001f)
        {
            speed = 300f;
        }

        dir.y = 0;
        bool bIsValidDir = Util.IsValidDir(ref dir);

        Vector3 forward = _Owner.forward;

        _StartDir   = forward;
        _StartDir.y = 0;

        _Continue = continued;

        if (!_Continue)
        {
            if (bIsValidDir)
            {
                _DestDir   = dir;
                _TotalTime = Vector3.Angle(_StartDir, _DestDir) / speed;
            }
            else
            {
                _DestDir   = _StartDir;
                _TotalTime = 0;
            }
        }
        else   //continue
        {
            Quaternion rotation = _Owner.rotation;

            _StepTime       = Mathf.Abs((int)(continued_angle / 60));
            _LastAngle      = continued_angle % 60;
            _TurnDirect     = (continued_angle > 0.0001f);
            _ContinueAngle  = continued_angle;
            _TargetRotation = rotation * Quaternion.Euler(0, _LastAngle, 0);
            _StartRotation  = rotation;
            _TotalTime      = Mathf.Abs(continued_angle / speed);
            _DestDir        = Quaternion.Euler(0, continued_angle, 0) * forward;
        }
        _TimeStepPassed = 0;
        _TimePassed     = 0;

        if (OnFinishCallbackRef != null)
        {
            OnFinishCallbackRef.Release();
        }
        OnFinishCallbackRef = cb;
    }