예제 #1
0
        private void Update()
        {
            if (GameMgr.Instacne.state != EGameState.Running)
            {
                agent.isStopped = true;
                return;
            }
            agent.isStopped = false;
            runningtime    += Time.deltaTime;
            if (runningtime > lastAutoAttackStartTime + AtkFrequency)//过了一个周期
            {
                lastAutoAttackStartTime = runningtime;
                DoAutoAttack(); //自动近战攻击
            }
            UpdateAI();         //主要是设定目标
            UpdateSkillAI();    //技能释放

            //下面都是被动的,主动的技能通过UI
            if (targetType == ETroopTargetType.None)
            {
            }
            else if (targetType == ETroopTargetType.AttackBuilding || targetType == ETroopTargetType.RePairBuilding)
            {//只有工程队可以,都是近战
                if (targetBuilding != null)
                {
                    if (!interActionCheck.list_InterBuilding.Contains(targetBuilding))
                    { //不在interAction区域内,往前移动
                        agent.isStopped = false;
                        agent.SetDestination(targetBuilding.transform.position);
                    }
                    else
                    { //已经在范围内了
                        agent.isStopped = true;
                    }
                }
                else
                {
                }
            }
            else if (targetType == ETroopTargetType.MoveIntoBuilding)
            {
                if (targetBuilding != null && targetBuilding.ParentFaction == this.ParentFaction)
                {
                    CityBuilding parentCity = targetBuilding as CityBuilding;
                    if (!interActionCheck.list_InterBuilding.Contains(targetBuilding))
                    { //不在interAction区域内,往前移动
                        agent.isStopped = false;
                        agent.SetDestination(targetBuilding.transform.position);
                    }
                    else
                    { //已经在范围内了
                        agent.isStopped = true;
                        parentCity.EnterTroop(this);
                        return;
                    }
                }
                else if (targetBuilding != null && targetBuilding.ParentFaction != this.ParentFaction)
                {
                    targetType = ETroopTargetType.AttackBuilding;
                }
            }
            else if (targetType == ETroopTargetType.AttackTroop || targetType == ETroopTargetType.FollowTroop)
            {
                if (targetTroop != null)
                {
                    if (!interActionCheck.list_InterBuilding.Contains(targetBuilding))
                    { //不在interAction区域内,往前移动
                        agent.isStopped = false;
                        agent.SetDestination(targetBuilding.transform.position);
                    }
                    else
                    { //已经在范围内了,啥也不干,攻击是自动攻击
                        agent.isStopped = true;
                    }
                }
                else
                {
                }
            }
            else if (targetType == ETroopTargetType.MoveToPoint)
            {
                if (Vector3.Distance(targetPoint, transform.position) <= moveToDiff)
                {
                    agent.isStopped = true;
                }
                else
                {
                    agent.isStopped = false;
                    agent.SetDestination(targetPoint);
                }
            }
        }
예제 #2
0
 public void Init(CityBuilding building)
 {
     this.city = building;
 }