public override BtResult Execute() { m_curIntervalTime -= FSPParam.clientFrameMsTime; if (m_curIntervalTime > 0) { return(BtResult.Running); } //// 休闲时,继续巡逻 if (m_creature.m_stateMgr.GetCurState() == StateID.eFspStopMove) { Debug.Log("设置移动"); //Vector2 pPos = m_creature.m_bornPoint; Vector2 pPos = m_creature.GetPos().ToVector2(); Vector2 end = CMapMgr.m_map.GetRandomPos(pPos.x, pPos.y, 10, m_creature.m_aiType); CmdFspAutoMove cmd = new CmdFspAutoMove(); cmd.m_pos = end.ToVector2d(); if (m_creature.m_aiType == eAIType.Player) { m_creature.SendFspCmd(cmd); } else { m_creature.PushCommand(cmd); } m_curIntervalTime = 30 * FSPParam.clientFrameMsTime; } return(BtResult.Running); }
/// <summary> /// 指令对象转消息内容并发送 /// </summary> /// <param name="cmd"></param> public void SendFspCmd(IFspCmdType cmd) { // 如果本地单机测试 if (Client.Inst().isSingleTest) { PushCommand(cmd); return; } CmdFspEnum type = cmd.GetCmdType(); FspMsgFrame msg = (FspMsgFrame)NetManager.Inst.GetMessage(eNetMessageID.FspMsgFrame); FspVKey key = new FspVKey(); key.vkey = (int)type; key.playerId = (uint)GetUid(); switch (type) { case CmdFspEnum.eFspStopMove: msg.m_frameData.vkeys.Add(key); break; case CmdFspEnum.eFspMove: CmdFspMove moveCmd = cmd as CmdFspMove; key.args = new int[2]; key.args[0] = (int)(moveCmd.m_dir.x * 100); key.args[1] = (int)(moveCmd.m_dir.y * 100); msg.m_frameData.vkeys.Add(key); break; case CmdFspEnum.eFspAutoMove: CmdFspAutoMove amoveCmd = cmd as CmdFspAutoMove; key.args = new int[2]; key.args[0] = (int)(amoveCmd.m_pos.x * 100); key.args[1] = (int)(amoveCmd.m_pos.y * 100); Debug.Log("send :" + key.args[0] + " " + key.args[1]); msg.m_frameData.vkeys.Add(key); break; case CmdFspEnum.eFspSendSkill: CmdFspSendSkill skill = cmd as CmdFspSendSkill; key.args = new int[7]; key.args[0] = (int)skill.m_casterUid; key.args[1] = (int)skill.m_skillIndex; key.args[2] = (int)skill.m_targetId; key.args[3] = (int)(skill.m_dir.x * 100); key.args[4] = (int)(skill.m_dir.y * 100); key.args[5] = (int)(skill.m_endPos.x * 100); key.args[6] = (int)(skill.m_endPos.y * 100); msg.m_frameData.vkeys.Add(key); break; } FspNetRunTime.Inst.SendMessage(msg); }
public override BtResult Execute() { GetSkillDis(); if (m_skillDis == 0) { AIParam.SendSkill(m_creature, m_dataBase); return(BtResult.Ended); } // 1.实时获取当前选择的技能和目标计算 当前的移动位置 // 2.如果到达,即可结束 int targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID); CCreature targetCC = CCreatureMgr.Get(targetUid); if (targetCC != null) { FixedPoint dis2 = FPCollide.GetDis2(targetCC.GetPos(), m_creature.GetPos()); if (dis2 < new FixedPoint(m_skillDis * m_skillDis)) { return(BtResult.Ended); } else { // 一秒执行一次 m_curTime += FSPParam.clientFrameMsTime; if (m_curTime >= 30 * FSPParam.clientFrameMsTime) { m_curTime = 0; //Vector2 pPos = targetCC.GetPos(); //m_creature.GoTo(pPos); Vector2d dir = targetCC.GetPos() - m_creature.GetPos(); Vector2d target = m_creature.GetPos() + dir.normalized * new FixedPoint(m_skillDis); Vector2d endPos = CMapMgr.m_map.GetRandomPos(target.x.value, target.y.value, 3, m_creature.m_aiType).ToVector2d(); //Vector2d pPos = targetCC.GetPos(); CmdFspAutoMove cmd = new CmdFspAutoMove(); cmd.m_pos = endPos; if (m_creature.m_aiType == eAIType.Player) { m_creature.SendFspCmd(cmd); } else { m_creature.PushCommand(cmd); } } return(BtResult.Running); } } return(BtResult.Ended); }
public override void Enter(IFspCmdType cmd) { m_cmdFspAutoMove = cmd as CmdFspAutoMove; List <Vector2d> m_movePath = new List <Vector2d>(); CMapMgr.m_map.GetPath(m_creature, m_creature.GetPos(), m_cmdFspAutoMove.m_pos, ref m_movePath); //m_moveEnd = moveEnd; FixedPoint divSpeed = 1 / m_creature.GetSpeed(); StartAutoMove(ref m_movePath, divSpeed); }
/// <summary> /// 消息内容转指令对象 /// </summary> private void HandleServerCmd(FspVKey cmd) { CmdFspEnum type = (CmdFspEnum)cmd.vkey; uint uid = cmd.playerId; if (uid == 0) { return; } CCreature player = CCreatureMgr.Get(uid); IFspCmdType logicCmd = null; switch (type) { case CmdFspEnum.eFspStopMove: //Debug.Log(uid + " 停止移动"); logicCmd = new CmdFspStopMove(); break; case CmdFspEnum.eFspMove: //Debug.Log(uid + " 客户端调用移动命令 " + cmd.args[0] + " " + cmd.args[1]); Vector2d v = new Vector2d(cmd.args[0] * 0.01f, cmd.args[1] * 0.01f); logicCmd = new CmdFspMove(ref v); break; case CmdFspEnum.eFspAutoMove: Vector2d v1 = new Vector2d(cmd.args[0] * 0.01f, cmd.args[1] * 0.01f); logicCmd = new CmdFspAutoMove(ref v1); break; case CmdFspEnum.eFspSendSkill: //Debug.Log(uid + " 客户端调用技能 " + cmd.args[0] + " " + cmd.args[1]); CmdFspSendSkill skill = new CmdFspSendSkill(); skill.m_casterUid = cmd.args[0]; skill.m_skillIndex = cmd.args[1]; skill.m_targetId = cmd.args[2]; Vector2d dir = new Vector2d(cmd.args[3] * 0.01f, cmd.args[4] * 0.01f); Vector2d endPos = new Vector2d(cmd.args[5] * 0.01f, cmd.args[6] * 0.01f); skill.m_dir = dir; skill.m_endPos = endPos; logicCmd = skill; break; } player.PushCommand(logicCmd); }
public AutoMoveState(CCreature go) : base(go) { m_stateId = StateID.eFspAutoMove; if (m_movePath == null) { m_movePath = new List <Vector2d>(); } if (m_pathTime == null) { m_pathTime = new List <FixedPoint>(); } if (m_dirList == null) { m_dirList = new List <Vector2d>(); } if (m_cmdFspAutoMove == null) { m_cmdFspAutoMove = new CmdFspAutoMove(); } }