private void GoHomeHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { //临时屏蔽掉普通pve小兵的gohome if (npc.IsDead()) { return; } ChangeToState(npc, (int)AiStateId.Idle); NpcAiStateInfo info = npc.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > m_IntervalTime) { info.Time = 0; AiData_PveNpc_General data = GetAiData(npc); if (null != data) { Vector3 targetPos = info.HomePos; ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDistToHome <= 1) { npc.GetMovementStateInfo().IsMoving = false; info.Time = 0; ChangeToState(npc, (int)AiStateId.Idle); } else { AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, 100, true, this); } } } }
private void PursuitHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (npc.IsDead()) { return; } NpcAiStateInfo info = npc.GetAiStateInfo(); bool goHome = false; AiData_PveNpc_General data = GetAiData(npc); if (null != data) { CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); if (null != target) { float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDist < dist * dist) { npc.GetMovementStateInfo().IsMoving = false; info.Time = 0; data.Time = 0; ChangeToState(npc, (int)AiStateId.Combat); NotifyNpcMove(npc); } else if (true) // 目标存活的情况下屏蔽掉gohome。 { info.Time += deltaTime; if (info.Time > m_IntervalTime) { info.Time = 0; AiLogicUtility.PathToTargetWithoutObstacle(npc, data.FoundPath, targetPos, m_IntervalTime, true, this); } } else { goHome = true; } } else { goHome = true; } if (goHome) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; data.Time = 0; ChangeToState(npc, (int)AiStateId.GoHome); } } }
private AiData_PveNpc_General GetAiData(NpcInfo npc) { AiData_PveNpc_General data = npc.GetAiStateInfo().AiDatas.GetData <AiData_PveNpc_General>(); if (null == data) { data = new AiData_PveNpc_General(); npc.GetAiStateInfo().AiDatas.AddData(data); } return(data); }
private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (npc.IsDead()) { return; } NpcAiStateInfo info = npc.GetAiStateInfo(); info.Time += deltaTime; float rps = npc.GetActualProperty().Rps; if (rps > 0.001f && info.Time > 1000 / rps) { info.Time = 0; AiData_PveNpc_General data = GetAiData(npc); if (null != data) { bool goHome = false; CharacterInfo target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(npc, info.Target); if (null != target) { float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDist < dist * dist) { float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z)); npc.GetMovementStateInfo().SetFaceDir(dir); npc.GetMovementStateInfo().SetMoveDir(dir); if (npc.CanShoot() && !npc.GetSkillStateInfo().IsSkillActivated()) { Data_NpcConfig npcConfig = NpcConfigProvider.Instance.GetNpcConfigById(npc.GetLinkId()); if (null == npcConfig) { return; } if (npcConfig.m_SkillList.Count >= 1) { ServerNpcSkill(npc, npcConfig.m_SkillList[0], target, targetPos, dir); } } } else if (powDistToHome < distGoHome * distGoHome) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; data.FoundPath.Clear(); ChangeToState(npc, (int)AiStateId.Pursuit); } else { goHome = true; } } else { goHome = true; } if (goHome) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; ChangeToState(npc, (int)AiStateId.GoHome); } } } }
private void CombatHandler(NpcInfo npc, AiCommandDispatcher aiCmdDispatcher, long deltaTime) { if (npc.IsDead()) { return; } NpcAiStateInfo info = npc.GetAiStateInfo(); info.Time += deltaTime; if (info.Time > m_IntervalTime) { AiData_PveNpc_General data = GetAiData(npc); if (null != data) { data.Time += info.Time; info.Time = 0; bool goHome = false; CharacterInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.Target); //CharacterInfo target = AiLogicUtility.GetInterestestTargetHelper(npc, CharacterRelation.RELATION_ENEMY, AiTargetType.USER); if (null != target) { float dist = (float)npc.GetActualProperty().AttackRange; float distGoHome = (float)npc.GohomeRange; ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float powDist = Geometry.DistanceSquare(srcPos, targetPos); float powDistToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (powDist < dist * dist) { float rps = npc.GetActualProperty().Rps; if (rps > 0.001f && data.Time > 1000 / rps) { data.Time = 0; float dir = Geometry.GetYAngle(new Vector2(srcPos.X, srcPos.Z), new Vector2(targetPos.X, targetPos.Z)); NotifyNpcFace(npc, dir); //npc.GetMovementStateInfo().SetFaceDir(dir); npc.GetMovementStateInfo().SetMoveDir(dir); if (null != OnNpcSkill) { OnNpcSkill(npc, 10001, target); } } } else if (true) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; data.FoundPath.Clear(); ChangeToState(npc, (int)AiStateId.Pursuit); } else { goHome = true; } } else { goHome = true; } if (goHome) { npc.GetMovementStateInfo().IsMoving = false; NotifyNpcMove(npc); info.Time = 0; ChangeToState(npc, (int)AiStateId.GoHome); } } else { info.Time = 0; } } }