//------------------------------------------------------------------------------------------------------- protected void updateInfo(bool enable = true) { if (mPlayer == null) { return; } mState = new List <PLAYER_STATE>(mPlayer.getStateMachine().getStateList().Keys); mActiveComponentList.Clear(); Dictionary <string, GameComponent> allComponent = mPlayer.getAllComponent(); foreach (var item in allComponent) { if (item.Value.isActive()) { mActiveComponentList.Add(item.Value.getType().ToString()); } } mCenterOfMass = mPlayer.getRigidBody().centerOfMass; mSpeed = mCharacterData.mSpeed; mCircle = mCharacterData.mCircle; mCurWayPoint = mCharacterData.mCurWayPoint; mRunDistance = mCharacterData.mRunDistance; mTotalDistance = mCharacterData.mTotalDistance; mProcessKey = mPlayer.getProcessKey(); mProcessTurn = mPlayer.getProcessTurn(); mProcessExternalSpeed = mPlayer.getProcessExternalSpeed(); CharacterSpeedHardware hardwareSpeed = mPlayer.getFirstActiveComponent <CharacterSpeedHardware>(); if (hardwareSpeed != null) { mTargetSpeed = hardwareSpeed.getTargetSpeed(); } mActivedAnimationStateList.Clear(); mAllAnimationStateList.Clear(); if (enable) { foreach (var item in mAnimation) { AnimationState state = item as AnimationState; string info = "|" + state.name + "| |"; info += (state.enabled ? "enabled" : "disabled") + "| |"; info += "len:" + StringUtility.floatToString(state.length, 2) + "| |"; info += "spd:" + StringUtility.floatToString(state.speed, 2) + "| |"; info += "time:" + StringUtility.floatToString(state.time, 2) + "| |"; info += "weight:" + StringUtility.floatToString(state.weight, 2) + "| |"; info += state.wrapMode + "|"; mAllAnimationStateList.Add(info); if (state.enabled) { mActivedAnimationStateList.Add(info); } } } }
public override void update(float elapsedTime) { base.update(elapsedTime); int targetIndex = mWayPointManager.getPointIndexFromDistance(mData.mRunDistance + mTargetDistanceOffset, mData.mCurWayPoint); float targetDirection = mWayPointManager.getPointDirection(targetIndex); // 自身的朝向往目标点所在路段的朝向靠拢 float curDirection = mCharacter.getRotation().y; MathUtility.adjustAngle180(ref curDirection); float dirDelta = targetDirection - curDirection; // 如果目标方向与当前方向的差值超过180,则转换到0-360再计算 if (Mathf.Abs(dirDelta) > 180.0f) { MathUtility.adjustAngle360(ref curDirection); MathUtility.adjustAngle360(ref targetDirection); dirDelta = targetDirection - curDirection; } mData.mTurnAngle = MathUtility.lerp(mData.mTurnAngle, dirDelta, 0.1f); float curTargetSpeed = mAIBaseSpeed + mData.mNumber; CharacterSpeedHardware speedHardware = mCharacter.getFirstComponent <CharacterSpeedHardware>(); if (!MathUtility.isFloatEqual(speedHardware.getTargetSpeed(), curTargetSpeed) && mCharacter.getProcessExternalSpeed()) { CommandCharacterHardwareSpeed cmd = newCmd(out cmd); cmd.mSpeed = curTargetSpeed; cmd.mExternalSpeed = true; pushCommand(cmd, mCharacter); } // 如果AI背包中有导弹,则一直搜寻可以瞄准的目标 int missileIndex = mCharacter.getPlayerPack().getFirstItemIndex(PLAYER_ITEM.PI_MISSILE); if (missileIndex != -1 && !mCharacter.hasState(PLAYER_STATE.PS_AIM)) { bool hasAvailableTarget = false; SortedDictionary <int, CharacterOther> allCharacterList = mRoleSystem.getAllPlayer(); float playerDistance = mCharacter.getCharacterData().mRunDistance; foreach (var item in allCharacterList) { if (item.Value != mCharacter) { float curDistance = item.Value.getCharacterData().mRunDistance - playerDistance; if (MathUtility.isInRange(curDistance, 0.0f, GameDefine.MAX_LAUNCH_MISSILE_DISTANCE)) { if (UnityUtility.whetherGameObjectInScreen(item.Value.getWorldPosition())) { hasAvailableTarget = true; break; } } } } if (hasAvailableTarget) { // 需要选中导弹 CommandCharacterSelectItem cmdSelect = newCmd(out cmdSelect); cmdSelect.mIndex = missileIndex; pushCommand(cmdSelect, mCharacter); // 给角色添加瞄准状态 CommandCharacterAddState cmdCharacterAddState = newCmd(out cmdCharacterAddState); cmdCharacterAddState.mState = PLAYER_STATE.PS_AIM; pushCommand(cmdCharacterAddState, mCharacter); } } }