예제 #1
0
        /// <summary>
        /// 计算到目标点的路径
        /// </summary>
        void CalcMovePath()
        {
            if (mWalkMode == EWalkMode.EWM_Dst)// 只有走到目标点的行走方式才需要寻路
            {
                mDestList.Clear();
                walkMeshPath.ClearCorners();
                XNavMesh.CalculatePath(mOwnerTrans.position, mDst, LevelManager.GetInstance().AreaExclude, walkMeshPath);
                if (walkMeshPath.status == XNavMeshPathStatus.PathComplete && walkMeshPath.corners.GetLength(0) >= 2)
                {
                    // 调整路径的拐弯点
                    Vector3[] adjuestCorners = walkMeshPath.corners;

#if UNITY_EDITOR
                    if (mOwner is LocalPlayer)
                    {
                        for (int j = 1; j < adjuestCorners.Length; ++j)
                        {
                            Debug.DrawLine(adjuestCorners[j - 1], adjuestCorners[j], Color.red, 1.0f * adjuestCorners.Length);
                        }
                    }
#endif

                    int len = adjuestCorners.Length;
                    if (len > 3)
                    {
                        adjuestCorners    = new Vector3[len];
                        adjuestCorners[0] = walkMeshPath.corners[0];
                        for (int i = 1; i < len; ++i)
                        {
                            if (i + 1 >= len)
                            {
                                adjuestCorners[i] = walkMeshPath.corners[i];
                                break;
                            }

                            Vector3 pre_vec = walkMeshPath.corners[i - 1] - walkMeshPath.corners[i];
                            pre_vec.y = 0;
                            pre_vec.Normalize();
                            Vector3 next_vec = walkMeshPath.corners[i + 1] - walkMeshPath.corners[i];
                            next_vec.y = 0;
                            next_vec.Normalize();
                            if (pre_vec.sqrMagnitude < minCornerDis || next_vec.sqrMagnitude < minCornerDis)
                            {
                                adjuestCorners[i] = walkMeshPath.corners[i];
                                continue;
                            }

                            // 先计算调整后的位置(增加MoveImpl.Radius)
                            Vector3 middle_vec    = pre_vec + next_vec;
                            var     adjuestCorner = walkMeshPath.corners[i] - middle_vec * (0.8f + MoveImpl.Radius * 2);

                            // 在该位置点附近进行采样
                            XNavMeshHit nearestHit;
                            if (XNavMesh.SamplePosition(adjuestCorner, out nearestHit, 5f, LevelManager.GetInstance().AreaExclude))
                            {
                                // 如果调整后的位置可行走,则使用新位置,否则使用原始位置
                                var dis = nearestHit.position - adjuestCorner;
                                if (dis.sqrMagnitude < 0.01f)
                                {
                                    adjuestCorners[i] = walkMeshPath.corners[i] - middle_vec * 0.8f;
                                }
                                else
                                {
                                    adjuestCorners[i] = walkMeshPath.corners[i];
                                }
                            }
                            else
                            {
                                adjuestCorners[i] = walkMeshPath.corners[i];
                            }
                        }
                    }

                    mDst = adjuestCorners[1];
                    for (int j = 1; j < adjuestCorners.Length; ++j)
                    {
                        mDestList.Add(adjuestCorners[j]);
                    }

                    if (mOwner.IsLocalPlayer)
                    {
                        ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_ACTOR_PATH_POINTS_CHANGED, null);
                    }

#if UNITY_EDITOR
                    if (mOwner is LocalPlayer)
                    {
                        for (int j = 1; j < adjuestCorners.Length; ++j)
                        {
                            Debug.DrawLine(adjuestCorners[j - 1], adjuestCorners[j], Color.green, 1f * adjuestCorners.Length);
                        }
                    }
#endif
                }
                else
                {
                    // 如果寻路不成功,则设置目标点为初始点
                    mDst = mOwnerTrans.position;
                }
                mWalkToPoint = false;
            }
        }