public static async void MoveTo(this UnitPathComponent self, Vector3 target) { if ((self.Target - target).magnitude < 0.1f) { return; } self.Target = target; Unit unit = self.GetParent <Unit>(); PathfindingComponent pathfindingComponent = self.Domain.GetComponent <PathfindingComponent>(); self.ABPath = EntityFactory.Create <ABPathWrap, Vector3, Vector3>(self.Domain, unit.Position, new Vector3(target.x, target.y, target.z)); pathfindingComponent.Search(self.ABPath); Log.Debug($"find result: {self.ABPath.Result.ListToString()}"); self.CancellationTokenSource?.Cancel(); self.CancellationTokenSource = new CancellationTokenSource(); await self.MoveAsync(self.ABPath.Result); self.CancellationTokenSource.Dispose(); self.CancellationTokenSource = null; }
public static async Task MoveAsync(this UnitPathComponent self, List <Vector3> path) { if (path.Count == 0) { return; } // 第一个点是unit的当前位置,所以不用发送 for (int i = 1; i < path.Count; ++i) { // 每移动3个点发送下3个点给客户端 if (i % 3 == 1) { self.BroadcastPath(path, i, 3); } Vector3 v3 = path[i]; await self.Parent.GetComponent <MoveComponent>().MoveToAsync(v3, self.CancellationTokenSource.Token); } }
protected override async Task Run(Session session, M2C_PathfindingResult message) { Unit unit = Game.Scene.GetComponent <UnitComponent>().Get(message.Id); unit.GetComponent <AnimatorComponent>().SetFloatValue("Speed", 5f); UnitPathComponent unitPathComponent = unit.GetComponent <UnitPathComponent>(); unitPathComponent.StartMove(message); GizmosDebug.Instance.Path.Clear(); GizmosDebug.Instance.Path.Add(new Vector3(message.X, message.Y, message.Z)); for (int i = 0; i < message.Xs.Count; ++i) { GizmosDebug.Instance.Path.Add(new Vector3(message.Xs[i], message.Ys[i], message.Zs[i])); } await Task.CompletedTask; }
// 从index找接下来3个点,广播 public static void BroadcastPath(this UnitPathComponent self, List <Vector3> path, int index, int offset) { Unit unit = self.GetParent <Unit>(); Vector3 unitPos = unit.Position; M2C_PathfindingResult m2CPathfindingResult = new M2C_PathfindingResult(); m2CPathfindingResult.X = unitPos.x; m2CPathfindingResult.Y = unitPos.y; m2CPathfindingResult.Z = unitPos.z; m2CPathfindingResult.Id = unit.Id; for (int i = 0; i < offset; ++i) { if (index + i >= self.ABPath.Result.Count) { break; } Vector3 v = self.ABPath.Result[index + i]; m2CPathfindingResult.Xs.Add(v.x); m2CPathfindingResult.Ys.Add(v.y); m2CPathfindingResult.Zs.Add(v.z); } MessageHelper.Broadcast(unit, m2CPathfindingResult); }