Exemplo n.º 1
0
        public int GetTarget(int lookDis)
        {
            int         targetUid = 0;
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature  cc     = CCreatureMgr.Get(list[i]);
                FixedPoint abDis2 = FPCollide.GetDis2(GetPos(), cc.GetPos());
                if (abDis2 > new FixedPoint(lookDis * lookDis))
                {
                    continue;
                }

                if (cc.IsDie() || cc.GetUid() == GetUid())
                {
                    continue;
                }

                if (abDis2 < new FixedPoint(lookDis * lookDis))    // 如果目标在视线范围内
                {
                    if (abDis2 < m_minDis2)
                    {
                        m_minDis2 = abDis2;
                        targetUid = (int)cc.GetUid();
                    }
                }
            }
            return(targetUid);
        }
Exemplo n.º 2
0
        public override BtResult Execute()
        {
            GetSkillDis();
            if (m_skillDis == 0)
            {
                AIParam.SendSkill(m_creature, m_dataBase);
                return(BtResult.Ended);
            }

            // 1.实时获取当前选择的技能和目标计算 当前的移动位置
            // 2.如果到达,即可结束
            int       targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);
            CCreature targetCC  = CCreatureMgr.Get(targetUid);

            if (targetCC != null)
            {
                FixedPoint dis2 = FPCollide.GetDis2(targetCC.GetPos(), m_creature.GetPos());
                if (dis2 < new FixedPoint(m_skillDis * m_skillDis))
                {
                    return(BtResult.Ended);
                }
                else
                {
                    // 一秒执行一次
                    m_curTime += FSPParam.clientFrameMsTime;
                    if (m_curTime >= 30 * FSPParam.clientFrameMsTime)
                    {
                        m_curTime = 0;

                        //Vector2 pPos = targetCC.GetPos();
                        //m_creature.GoTo(pPos);

                        Vector2d dir    = targetCC.GetPos() - m_creature.GetPos();
                        Vector2d target = m_creature.GetPos() + dir.normalized * new FixedPoint(m_skillDis);
                        Vector2d endPos = CMapMgr.m_map.GetRandomPos(target.x.value, target.y.value, 3, m_creature.m_aiType).ToVector2d();
                        //Vector2d pPos = targetCC.GetPos();

                        CmdFspAutoMove cmd = new CmdFspAutoMove();
                        cmd.m_pos = endPos;

                        if (m_creature.m_aiType == eAIType.Player)
                        {
                            m_creature.SendFspCmd(cmd);
                        }
                        else
                        {
                            m_creature.PushCommand(cmd);
                        }
                    }
                    return(BtResult.Running);
                }
            }

            return(BtResult.Ended);
        }
Exemplo n.º 3
0
        public void OnHitTarget()
        {
            FixedPoint  m_minDis2 = new FixedPoint(999999);
            CCreature   target    = null;
            List <long> list      = CCreatureMgr.GetCreatureList();

            for (int i = 0; i < list.Count; i++)
            {
                CCreature creature = CCreatureMgr.Get(list[i]);
                if (m_listHited != null && m_listHited.Contains((int)list[i]))
                {
                    continue;
                }
                if (m_caster == creature || m_caster.bCamp(creature) || creature.IsDie() || creature == m_rec)
                {
                    continue;
                }
                FixedPoint abDis2 = FPCollide.GetDis2(m_rec.GetPos(), creature.GetPos());
                if (abDis2 < new FixedPoint(m_triggerData.Length * m_triggerData.Length))
                {
                    if (abDis2 < m_minDis2)
                    {
                        target    = creature;
                        m_minDis2 = abDis2;
                    }
                }
            }
            if (target != null)
            {
                if (m_listHited == null)
                {
                    m_listHited = new List <int>();
                }

                Debug.Log("添加单位:" + target.GetUid());
                m_listHited.Add((int)target.GetUid());
                OnHitAddBuff(m_caster, target, m_listHited);

                VTrigger vTri = GetVTrigger();
                if (vTri != null && m_rec != null && m_rec.GetVObject() != null)
                {
                    Vector3 sh = m_rec.GetVObject().GetHitHeight();
                    Vector3 th = target.GetVObject().GetHitHeight();
                    vTri.SetLineStartPos(GetPos().ToVector3() + sh);
                    vTri.SetLineTargetPos(target.GetPos().ToVector3() + th);
                }
            }
            else
            {
                Destory();
            }
        }
Exemplo n.º 4
0
        /// <summary>
        ///  通过距离,已优化
        /// </summary>
        public void MoveCheck(Collider a, Collider b)
        {
            if (!a.active || !b.active)
            {
                return;
            }
            if (a == b)
            {
                return;
            }
            if (a is Polygon && b is Polygon)     // 障碍之间不检测
            {
                return;
            }

            if (!m_rolePush)                      // 角色不碰撞时,都是圆时,不处理
            {
                if (a is Circle && b is Circle)
                {
                    return;
                }
            }
            else
            {
                if (a is Circle && b is Circle)   // 如果角色需要碰撞,并且都是圆,很远时,不处理
                {
                    FPCollide.GetDis2(ref m_dis2, ref a.c, ref b.c);
                    if (m_dis2 > CircleCircleDis2)
                    {
                        return;
                    }
                }
            }

            if (a is Circle && b is Polygon)      // 角色和障碍太远不处理
            {
                FPCollide.GetDis2(ref m_dis2, ref a.c, ref b.c);
                if (m_dis2 > CirclePolygonDis2)
                {
                    return;
                }
            }

            eColliderType type1 = a.GetColliderType();
            eColliderType type2 = b.GetColliderType();

            switch (type1)
            {
            case eColliderType.Circle:
                switch (type2)
                {
                case eColliderType.Circle:
                    CheckCircleAndCircle(a as Circle, b as Circle);
                    break;

                case eColliderType.Polygon:
                    CheckPolygonAndCircle(b as Polygon, a as Circle);
                    break;
                }
                break;
            }
        }
Exemplo n.º 5
0
        public static bool GetAtkTarget(CCreature m_creature, BtDatabase m_dataBase, int lookDis)
        {
            // 仇恨值高的优先作为目标
            int       hTargetUid = m_creature.m_ai.GetHightHatred();
            CCreature hTargetCC  = CCreatureMgr.Get(hTargetUid);

            if (hTargetUid != -1 &&
                hTargetCC != null &&
                !hTargetCC.IsDie())   // 有仇恨对象,并且没死
            {
                m_dataBase.SetData <int>((int)eAIParam.INT_TARGET_UID, hTargetUid);
            }

            // 如果有目标,判断是否距离足够远,远了就清空目标,继续找附近的
            int       targetUid = m_dataBase.GetData <int>((int)eAIParam.INT_TARGET_UID);
            CCreature targetCC  = CCreatureMgr.Get(targetUid);

            if (targetCC == null ||
                FPCollide.GetDis2(targetCC.GetPos(), m_creature.GetPos()) > new FixedPoint(20 * 20) ||
                targetCC.IsDie())  // 隐藏时,不作为目标
            {
                targetUid = 0;
            }
            else
            {
                return(true);
            }

            targetUid = m_creature.GetTarget(lookDis);
            // 如果没有目标,检测玩家附近的单位,锁定目标
            //FixedPoint m_minDis2 = new FixedPoint(999999);
            //List<long> list = CCreatureMgr.GetCreatureList();
            //for (int i = 0; i < list.Count; i++)
            //{
            //    CCreature cc = CCreatureMgr.Get(list[i]);
            //    FixedPoint abDis2 = FPCollide.GetDis2(m_creature.GetPos(), cc.GetPos());
            //    if (abDis2 > new FixedPoint(lookDis * lookDis))
            //        continue;

            //    if (cc.IsDie() || cc.GetUid() == m_creature.GetUid())
            //        continue;
            //    //if (m_creature.bCamp(cc))
            //    //    continue;


            //    if (abDis2 < new FixedPoint(lookDis * lookDis))    // 如果目标在视线范围内
            //    {
            //        if (abDis2 < m_minDis2)
            //        {
            //            targetUid = (int)cc.GetUid();
            //            m_minDis2 = abDis2;
            //        }
            //    }
            //}

            if (targetUid != 0)
            {
                m_dataBase.SetData <int>((int)eAIParam.INT_TARGET_UID, targetUid);
                return(true);
            }
            //m_creature.DestoryDownUpSkill();  // 无目标,结束机枪
            return(false);
        }