private void MoveUser(UserInfo obj, long deltaTime) { MovementStateInfo msi = obj.GetMovementStateInfo(); if (null != obj.ControlledObject) { MovementStateInfo ctrlMsi = obj.ControlledObject.GetMovementStateInfo(); ctrlMsi.IsMoving = msi.IsMoving; ctrlMsi.SetFaceDir(msi.GetFaceDir()); ctrlMsi.SetMoveDir(msi.GetMoveDir()); } if (obj.IsHaveStateFlag(CharacterState_Type.CST_Sleep) || obj.IsHaveStateFlag(CharacterState_Type.CST_FixedPosition)) { return; } //玩家移动中忽略阻挡,由客户端与AI来规划路径。 if (!obj.IsDead() && msi.IsMoving && !msi.IsSkillMoving && !msi.IsMoveMeetObstacle) { Vector3 pos = msi.GetPosition3D(); float speed = (float)obj.GetRealControlledObject().GetActualProperty().MoveSpeed *(float)obj.VelocityCoefficient; float distance = (speed * (float)(int)deltaTime) / 1000.0f; //LogSystem.Debug("MovementSystem user:{0} speed:{1} deltaTime:{2} distance:{3}", obj.GetId(), speed, deltaTime, distance); float x = 0, y = 0; Vector2 newPos = new Vector2(); if (obj.GetAiStateInfo().CurState != (int)AiStateId.Invalid && msi.CalcDistancSquareToTarget() < distance * distance) { x = msi.TargetPosition.X; y = msi.TargetPosition.Z; AdjustPosition(obj.SpatialSystem, ref x, ref y); newPos = new Vector2(x, y); msi.SetPosition2D(newPos); } else { float cosV = (float)msi.MoveDirCosAngle; float sinV = (float)msi.MoveDirSinAngle; y = pos.Z + distance * cosV; x = pos.X + distance * sinV; AdjustPosition(obj.SpatialSystem, ref x, ref y); newPos = new Vector2(x, y); msi.SetPosition2D(newPos); } if (null != obj.ControlledObject) { obj.ControlledObject.GetMovementStateInfo().SetPosition2D(newPos); } } }
internal void Update(bool move_enable) { UserInfo playerself = WorldSystem.Instance.GetPlayerSelf(); if (playerself == null || playerself.IsDead()) { return; } KeyHit kh = KeyHit.None; if (move_enable) { if (ArkCrossEngineSpatial.SpatialObjType.kNPC == playerself.GetRealControlledObject().SpaceObject.GetObjType()) { NpcInfo npcInfo = playerself.GetRealControlledObject().CastNpcInfo(); if (null != npcInfo) { if (!npcInfo.CanMove) { return; } } } if (GfxSystem.IsKeyPressed(GetKeyCode(KeyIndex.W))) { kh |= KeyHit.Up; } if (GfxSystem.IsKeyPressed(GetKeyCode(KeyIndex.A))) { kh |= KeyHit.Left; } if (GfxSystem.IsKeyPressed(GetKeyCode(KeyIndex.S))) { kh |= KeyHit.Down; } if (GfxSystem.IsKeyPressed(GetKeyCode(KeyIndex.D))) { kh |= KeyHit.Right; } } Motion m = kh == KeyHit.None ? Motion.Stop : Motion.Moving; MotionChanged = MotionStatus != m || last_key_hit_ != kh; if (MotionChanged) { //GfxSystem.GfxLog("MotionChanged:{0}!={1} || {2}!={3}", MotionStatus, m, last_key_hit_, kh); } last_key_hit_ = kh; MotionStatus = m; MoveDir = CalcMoveDir(kh); if (MoveDir < 0) { MotionStatus = Motion.Stop; } if (MotionChanged) { //GfxSystem.GfxLog("InputMoveDir:{0} Pos:{1}", MoveDir, playerself.GetMovementStateInfo().GetPosition3D().ToString()); } }