static public int GetFaceDir(IntPtr l) { try { GameFramework.MovementStateInfo self = (GameFramework.MovementStateInfo)checkSelf(l); var ret = self.GetFaceDir(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public static Msg_RC_NpcSkill BuildNpcSkillMessage(EntityInfo obj, int skillId) { MovementStateInfo msi = obj.GetMovementStateInfo(); ScriptRuntime.Vector3 pos = msi.GetPosition3D(); Msg_RC_NpcSkill msg = new Msg_RC_NpcSkill(); msg.npc_id = obj.GetId(); msg.skill_id = skillId; msg.stand_pos = ToPosition(pos.X, pos.Z); msg.face_direction = msi.GetFaceDir(); msg.target_id = obj.GetAiStateInfo().Target; return(msg); }
public bool CalcPosAndDir(int targetId, out ScriptRuntime.Vector3 pos, out float dir) { EntityViewModel view = GetEntityViewById(targetId); if (null != view) { MovementStateInfo msi = view.Entity.GetMovementStateInfo(); pos = msi.GetPosition3D(); dir = msi.GetFaceDir(); return(true); } else { pos = ScriptRuntime.Vector3.Zero; dir = 0; return(false); } }
public void Create(EntityInfo entity) { if (null != entity) { m_Entity = entity; MovementStateInfo msi = m_Entity.GetMovementStateInfo(); ScriptRuntime.Vector3 pos = msi.GetPosition3D(); float dir = msi.GetFaceDir(); CreateActor(m_Entity.GetId(), m_Entity.GetModel(), pos.X, pos.Y, pos.Z, dir, m_Entity.Scale, m_Entity.GetRadius(), entity.ActualProperty.GetFloat(CharacterPropertyEnum.x2011_最终速度)); if (null != Actor) { m_Agent = Actor.GetComponent <NavMeshAgent>(); if (m_Agent == null) { m_Agent = Actor.AddComponent <NavMeshAgent>(); m_Agent.angularSpeed = c_AngularSpeed; m_Agent.acceleration = c_Acceleration; m_Agent.radius = entity.GetRadius(); m_Agent.speed = entity.ActualProperty.GetFloat(CharacterPropertyEnum.x2011_最终速度); m_Agent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; } m_Animator = Actor.GetComponentInChildren <Animator>(); EntityDrawGizmos gizmos = Actor.GetComponent <EntityDrawGizmos>(); if (null == gizmos) { gizmos = Actor.AddComponent <EntityDrawGizmos>(); gizmos.npcInfo = m_Entity; } else { gizmos.npcInfo = m_Entity; } SetMoveAgentEnable(true); try{ if (null != m_Agent) { m_Agent.ResetPath(); } } catch { m_Agent.enabled = true; } } } }
private void UpdateSpatial() { if (null != m_Entity && null != Actor) { MovementStateInfo msi = m_Entity.GetMovementStateInfo(); if (Math.Abs(msi.GetWantedFaceDir() - msi.GetFaceDir()) > Geometry.c_FloatPrecision) { float degree = Geometry.RadianToDegree(msi.GetWantedFaceDir()); Quaternion targetQ = Quaternion.Euler(0, degree, 0); Actor.transform.localRotation = Quaternion.RotateTowards(Actor.transform.localRotation, targetQ, c_TurnRoundSpeed * Time.deltaTime); float dir = Geometry.DegreeToRadian(Actor.transform.localEulerAngles.y); msi.SetFaceDir(dir, false); } else { SyncFaceDir(); } } SyncPosition(); }
public void Tick() { try { if (this.CurrentState != RoomState.Active && this.CurrentState != RoomState.Finish) { return; } long curTime = TimeUtility.GetLocalMilliseconds(); if (m_LastLogTime + 60000 < curTime) { m_LastLogTime = curTime; LogSys.Log(LOG_TYPE.INFO, "Room.Tick {0}", RoomId); } if (this.CurrentState == RoomState.Active) { Scene scene = ActiveScene; if (null != scene) { scene.Tick(); OnTick(); } m_DisconnectedUsers.Clear(); m_RequestDeleteUsers.Clear(); foreach (User user in m_RoomUserMgr.RoomUsers) { if (user != null) { user.Tick(); if (user.IsTimeout()) { if (user.UserControlState == (int)UserControlState.User) { m_DisconnectedUsers.Add(user); } else if (user.UserControlState == (int)UserControlState.Remove) { m_RequestDeleteUsers.Add(user); } else if (user.UserControlState == (int)UserControlState.UserDropped) { if (user.LastNotifyUserDropTime + c_NotifyUserDropInterval < curTime) { Msg_RL_UserDrop uaqBuilder = new Msg_RL_UserDrop(); uaqBuilder.RoomId = m_RoomId; uaqBuilder.UserGuid = user.Guid; uaqBuilder.IsBattleEnd = false; m_Connector.SendMsgToLobby(uaqBuilder); user.LastNotifyUserDropTime = curTime; } //临时处理,踢掉断线的玩家 user.UserControlState = (int)UserControlState.Remove; } } } } foreach (User user in m_DisconnectedUsers) { m_RoomUserMgr.DropUser(user); } foreach (User user in m_RequestDeleteUsers) { m_RoomUserMgr.RemoveUser(user); } //todo:观察者掉线处理 for (int i = 0; i < m_RoomUserMgr.RoomObservers.Length; ++i) { Observer observer = m_RoomUserMgr.RoomObservers[i]; if (!observer.IsIdle) { observer.Tick(); } } if (!IsFieldRoom) { int userCount = GetActiveRoomUserCount(); if (userCount <= 0 && CanFinish) { if (GetMinimizeElapsedDroppedTime() > c_FinishTimeForNoUsers) { //若房间内玩家数目为0,结束战斗,关闭房间 Finish((int)CampIdEnum.Unkown); } } } //每个Tick结束,将空间属性同步给Peer,用于Peer转发消息 foreach (User user in m_RoomUserMgr.RoomUsers) { if (null != user && null != user.Info && null != user.Info.GetMovementStateInfo()) { GameFramework.RoomPeer peer = user.GetPeer(); if (null != peer) { MovementStateInfo info = user.Info.GetMovementStateInfo(); peer.Position = info.GetPosition3D(); peer.FaceDir = info.GetFaceDir(); } } } } else if (m_FinishTime + c_DeactiveWaitTime < curTime) { Deactive(); } } catch (Exception ex) { LogSys.Log(LOG_TYPE.ERROR, "Exception {0}\n{1}", ex.Message, ex.StackTrace); } }