public static BehaviourTimeCallback PathTo(this Transform trans, float duration, List <Vector3> waypoints, NavPathType pathType = NavPathType.LinePosLineDir, int subdivisions = 5) { FixedPathController pathCtrl = new FixedPathController(); AbstractNavPath navPath = NavPathUtils.Create(pathType, Vector3.zero, false, null, waypoints, subdivisions); pathCtrl.StartMove(navPath, navPath.PathLength / duration, Vector3.zero, false); pathCtrl.mCtlPosition = trans; pathCtrl.mCtlRotate = trans; Callback <FixedPathController, BehaviourTimeCallback> callback = new Callback <FixedPathController, BehaviourTimeCallback>(); callback.Arg1 = pathCtrl; callback.Handler = (Action <FixedPathController, BehaviourTimeCallback>)PathTo; BehaviourTimeCallback beh = new BehaviourTimeCallback(callback); callback.Arg2 = beh; return(beh); }
public static BehaviourCallback NavPathTo(this Transform trans, float duration, List <Vector3> waypoints, Vector3 offset, IPathTrigger triggerHandler = null, NavPathFlipType flipType = NavPathFlipType.None, NavPathMoveType pathType = NavPathMoveType.LinePosLineDir, int subdivisions = 5, float pathLength = 0.0f) { NavPathController pathCtrl = new NavPathController(); AbstractNavPath navPath = NavPathUtils.Create(pathType, offset, flipType, triggerHandler, waypoints, subdivisions, pathLength); pathCtrl.StartMove(navPath, navPath.PathLength / duration); pathCtrl.mCtlPosition = trans; pathCtrl.mCtlRotate = trans; Callback2 <NavPathController, BehaviourCallback> callback = new Callback2 <NavPathController, BehaviourCallback>(); callback.Arg1 = pathCtrl; callback.Handler = (Action <NavPathController, BehaviourCallback>)PathTo; BehaviourCallback beh = new BehaviourCallback(callback, callback, callback); callback.Arg2 = beh; return(beh); }
public void StartMove() { // 初始化数据 string pointsStr = "-40.8,0.0;0.0,-13.0;20.26,-0.24;0.0,13.0;-20.56,-0.49;30.46,14.27;-24.65,-14.44;-25.59,16.77;40.00,-15.00"; List <Vector3> wayPoints = new List <Vector3>(); NavPathUtils.ParseVector3Array(pointsStr, ref wayPoints); AbstractNavPath navPath = NavPathUtils.Create(PathType, Offset, FlipOn, this, wayPoints, Subdivisions); PathCtl.StartMove(navPath, 20, Vector3.zero, false); PathCtl.EnableMove(true); Callback <int> testCallback = ObjectPools.Instance.Acquire <Callback <int> >(); testCallback.Handler = (Action <int>)TriggerCallback; testCallback.Arg1 = 20; PathCtl.RegisterTrigger(4.0f, testCallback); }
/// <summary> /// 触发器长度对应的坐标点 /// </summary> /// <param name="length">触发器长度</param> /// <returns>坐标点</returns> private Vector3 TriggerPos(float length) { int i = 0; int cnt = mPathData.RangeLengths.Count; while (i < cnt) { if (mPathData.RangeLengths[i] <= length) { i++; } else { break; } } Vector3 result = Vector3.zero; if (i < 1) { result = mPathData.WayPoints[0]; } else if (i >= cnt) { result = mPathData.WayPoints[cnt - 1]; } else { float len1 = length - mPathData.RangeLengths[i - 1]; float len2 = mPathData.RangeLengths[i] - mPathData.RangeLengths[i - 1]; Vector3 all = mPathData.WayPoints[i] - mPathData.WayPoints[i - 1]; result = len1 / len2 * all + mPathData.WayPoints[i - 1]; } result = result + mOffset; NavPathUtils.Flip(bFlipType, ref result); return(result); }