internal static void DoPatrolCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
        {
            AiStateInfo info = entity.GetAiStateInfo();

            info.Time += deltaTime;
            if (info.Time > 100)
            {
                info.Time = 0;
                EntityInfo target = null;
                if (info.IsExternalTarget)
                {
                    target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(entity, info.Target);
                    if (null == target)
                    {
                        target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
                        if (null != target)
                        {
                            info.Target = target.GetId();
                        }
                    }
                }
                else
                {
                    target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
                    if (null != target)
                    {
                        info.Target = target.GetId();
                    }
                }
                if (null != target)
                {
                    logic.AiSendStoryMessage(entity, "obj_patrol_exit", entity.GetId());
                    logic.AiSendStoryMessage(entity, string.Format("npc_patrol_exit:{0}", entity.GetUnitId()), entity.GetId());
                    logic.ChangeToState(entity, (int)AiStateId.Idle);
                }
                else
                {
                    AiData_ForPatrolCommand data = GetAiDataForPatrolCommand(entity);
                    if (null != data)
                    {
                        ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
                        if (data.PatrolPath.HavePathPoint && !data.PatrolPath.IsReached(srcPos))
                        {
                            logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
                        }
                        else
                        {
                            data.PatrolPath.UseNextPathPoint();
                            if (data.PatrolPath.HavePathPoint)
                            {
                                logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
                            }
                            else
                            {
                                if (data.IsLoopPatrol)
                                {
                                    logic.AiSendStoryMessage(entity, "obj_patrol_restart", entity.GetId());
                                    logic.AiSendStoryMessage(entity, string.Format("npc_patrol_restart:{0}", entity.GetUnitId()), entity.GetId());
                                    data.PatrolPath.Restart();
                                }
                                else
                                {
                                    logic.AiSendStoryMessage(entity, "obj_patrol_finish", entity.GetId());
                                    logic.AiSendStoryMessage(entity, string.Format("npc_patrol_finish:{0}", entity.GetUnitId()), entity.GetId());
                                    logic.NotifyAiStopPursue(entity);
                                    logic.ChangeToState(entity, (int)AiStateId.Idle);
                                }
                            }
                        }
                        info.HomePos = entity.GetMovementStateInfo().GetPosition3D();
                    }
                    else
                    {
                        logic.NotifyAiStopPursue(entity);
                        logic.ChangeToState(entity, (int)AiStateId.Idle);
                    }
                }
            }
        }
        private static AiData_ForPatrolCommand GetAiDataForPatrolCommand(EntityInfo entity)
        {
            AiData_ForPatrolCommand data = entity.GetAiStateInfo().AiDatas.GetData <AiData_ForPatrolCommand>();

            return(data);
        }
예제 #3
0
 protected override bool ExecCommand(StoryInstance instance, long delta)
 {
     Scene scene = instance.Context as Scene;
     if (null != scene) {
         int unitId = m_UnitId.Value;
         List<object> poses = m_WayPoints.Value;
         bool isLoop = m_ParamNum > 2 ? 0 == m_IsLoop.Value.CompareTo("isloop") : false;
         EntityInfo entity = scene.SceneContext.GetEntityByUnitId(unitId);
         if (null != entity && null != poses) {
             AiStateInfo aiInfo = entity.GetAiStateInfo();
             AiData_ForPatrolCommand data = aiInfo.AiDatas.GetData<AiData_ForPatrolCommand>();
             if (null == data) {
                 data = new AiData_ForPatrolCommand();
                 aiInfo.AiDatas.AddData(data);
             }
             List<Vector3> wayPts = new List<Vector3>();
             for (int i = 0; i < poses.Count; ++i) {
                 Vector3 pt = (Vector3)poses[i];
                 wayPts.Add(pt);
             }
             data.PatrolPath.SetPathPoints(entity.GetMovementStateInfo().GetPosition3D(), wayPts);
             data.IsLoopPatrol = isLoop;
             aiInfo.Time = 1000;//下一帧即触发移动
             aiInfo.ChangeToState((int)AiStateId.PatrolCommand);
         }
     }
     return false;
 }