private void EscapeCallBack(BattleAgentController self, BattleAgentController enemy) { int fadeStep = fixFadeStep + fadeStepGainBase * skillLevel; BattlePlayerController battlePlayer = self as BattlePlayerController; if (battlePlayer.agent.health <= 0) { return; } int oriFadeStepsLeft = battlePlayer.fadeStepsLeft; if (oriFadeStepsLeft == 0) { self.SetEffectAnim(selfEffectAnimName, null, 0, 0); } battlePlayer.fadeStepsLeft = Mathf.Max(oriFadeStepsLeft, fadeStep); enemy.QuitFight(); ExploreManager.Instance.EnableExploreInteractivity(); ExploreManager.Instance.currentEnteredMapEvent = null; BattlePlayerController bpCtr = self as BattlePlayerController; bpCtr.PlayRoleAnim(CommonData.roleIdleAnimName, 0, null); bpCtr.escapeFromFight = true; bpCtr.isInEscaping = false; bpCtr.enemy = null; bpCtr.FixPositionToStandard(); MapWalkableEvent mwe = enemy.GetComponent <MapWalkableEvent> (); ExploreManager.Instance.MapWalkableEventsStartAction(); mwe.RefreshWalkableInfoWhenQuit(enemy.isDead); if (!mwe.isInMoving) { mwe.QuitFightAndDelayMove(5); } ExploreManager.Instance.expUICtr.QuitFight(); }
/// <summary> /// 角色随地板一起移动到最近的可移动地板目的地 /// </summary> /// <returns>The move to position.</returns> /// <param name="startPos">Start position.</param> /// <param name="endPos">End position.</param> /// <param name="ba">Ba.</param> private IEnumerator SmoothMoveToPos(Vector3 startPos, Vector3 endPos, BattlePlayerController bp) { yield return(new WaitUntil(() => bp.isIdle)); Transform background = Camera.main.transform.Find("Background"); int[,] realMapWalkableInfo = exploreManager.GetComponent <MapGenerator> ().mapWalkableInfoArray; realMapWalkableInfo [(int)startPos.x, (int)startPos.y] = -1; bp.ActiveBattlePlayer(false, false, true); bp.PlayRoleAnim("wait", 0, null); float moveDuration = Mathf.Sqrt((endPos - startPos).sqrMagnitude) / moveSpeed; // x轴方向的移动速度 if (endPos.x > startPos.x) { bp.TowardsRight(); } else { bp.TowardsLeft(); } float myMoveSpeedX = (endPos.x - startPos.x) / moveDuration; // y轴方向的移动速度 float myMoveSpeedY = (endPos.y - startPos.y) / moveDuration; float timer = 0; bool endPosInit = false; while (timer < moveDuration) { Vector3 moveVector = new Vector3(myMoveSpeedX * Time.deltaTime, myMoveSpeedY * Time.deltaTime, 0); timer += Time.deltaTime; this.transform.position += moveVector; bp.transform.position += moveVector; background.transform.position -= 0.3f * moveVector; // 走到一半时终点位置开始初始化(地板和物品,怪物出现) if (timer / moveDuration > 0.5 && !endPosInit) { exploreManager.GetComponent <ExploreManager> ().ItemsAroundAutoIntoLifeWithBasePoint(endPos); endPosInit = true; } yield return(null); } transform.position = endPos; bp.transform.position = endPos; bp.SetSortingOrder(-(int)endPos.y); // 如果要自动走到一个可行走点,则开启下面的代码 // Vector3 walkablePositionAround = exploreManager.GetComponent<MapGenerator>().GetAWalkablePositionAround (endPos); // // yield return new WaitUntil (()=>realMapWalkableInfo [(int)walkablePositionAround.x, (int)walkablePositionAround.y] == 1); // realMapWalkableInfo [(int)endPos.x, (int)endPos.y] = 10; bp.MoveToStoredDestination(); }