/// <summary> /// 响应点击地面的消息 /// </summary> /// <param name="ent"></param> void OnClickCollision(CEventBaseArgs ent) { Actor local_player = Game.Instance.GetLocalPlayer(); if (local_player == null) { return; } if (GameInput.Instance.GetEnableInput() == false || UIInputEvent.TouchedUI()) /* || InstanceManager.Instance.IsAutoFighting == true*/ { return; } Vector3 hitPos = (Vector3)ent.arg; XNavMeshHit nesrestHit; if (XNavMesh.SamplePosition(hitPos, out nesrestHit, 5.0f, LevelManager.GetInstance().AreaExclude)) { hitPos = nesrestHit.position; } StopLocalPlayerWalkCoroutine(); mLocalPlayerWalkCoroutine = SafeCoroutine.CoroutineManager.StartCoroutine(LocalPlayerWalkCoroutine(hitPos)); if (m_ArrowEffectTemp == null) { MainGame.HeartBehavior.StartCoroutine(LoadEffect(m_ClickEffectPath, hitPos)); } //EffectManager.GetInstance().GetEffectEmitter(effect_path).CreateInstance(x => OnEffectResLoad(x, )); else { OnEffectResLoad(m_ArrowEffectTemp, hitPos); } }
/// <summary> /// 计算到目标点的路径 /// </summary> void CalcMovePath() { if (mWalkMode == EWalkMode.EWM_Dst)// 只有走到目标点的行走方式才需要寻路 { mDestList.Clear(); walkMeshPath.ClearCorners(); XNavMesh.CalculatePath(mOwnerTrans.position, mDst, LevelManager.GetInstance().AreaExclude, walkMeshPath); if (walkMeshPath.status == XNavMeshPathStatus.PathComplete && walkMeshPath.corners.GetLength(0) >= 2) { // 调整路径的拐弯点 Vector3[] adjuestCorners = walkMeshPath.corners; #if UNITY_EDITOR if (mOwner is LocalPlayer) { for (int j = 1; j < adjuestCorners.Length; ++j) { Debug.DrawLine(adjuestCorners[j - 1], adjuestCorners[j], Color.red, 1.0f * adjuestCorners.Length); } } #endif int len = adjuestCorners.Length; if (len > 3) { adjuestCorners = new Vector3[len]; adjuestCorners[0] = walkMeshPath.corners[0]; for (int i = 1; i < len; ++i) { if (i + 1 >= len) { adjuestCorners[i] = walkMeshPath.corners[i]; break; } Vector3 pre_vec = walkMeshPath.corners[i - 1] - walkMeshPath.corners[i]; pre_vec.y = 0; pre_vec.Normalize(); Vector3 next_vec = walkMeshPath.corners[i + 1] - walkMeshPath.corners[i]; next_vec.y = 0; next_vec.Normalize(); if (pre_vec.sqrMagnitude < minCornerDis || next_vec.sqrMagnitude < minCornerDis) { adjuestCorners[i] = walkMeshPath.corners[i]; continue; } // 先计算调整后的位置(增加MoveImpl.Radius) Vector3 middle_vec = pre_vec + next_vec; var adjuestCorner = walkMeshPath.corners[i] - middle_vec * (0.8f + MoveImpl.Radius * 2); // 在该位置点附近进行采样 XNavMeshHit nearestHit; if (XNavMesh.SamplePosition(adjuestCorner, out nearestHit, 5f, LevelManager.GetInstance().AreaExclude)) { // 如果调整后的位置可行走,则使用新位置,否则使用原始位置 var dis = nearestHit.position - adjuestCorner; if (dis.sqrMagnitude < 0.01f) { adjuestCorners[i] = walkMeshPath.corners[i] - middle_vec * 0.8f; } else { adjuestCorners[i] = walkMeshPath.corners[i]; } } else { adjuestCorners[i] = walkMeshPath.corners[i]; } } } mDst = adjuestCorners[1]; for (int j = 1; j < adjuestCorners.Length; ++j) { mDestList.Add(adjuestCorners[j]); } if (mOwner.IsLocalPlayer) { ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_ACTOR_PATH_POINTS_CHANGED, null); } #if UNITY_EDITOR if (mOwner is LocalPlayer) { for (int j = 1; j < adjuestCorners.Length; ++j) { Debug.DrawLine(adjuestCorners[j - 1], adjuestCorners[j], Color.green, 1f * adjuestCorners.Length); } } #endif } else { // 如果寻路不成功,则设置目标点为初始点 mDst = mOwnerTrans.position; } mWalkToPoint = false; } }