示例#1
0
    /// <summary>
    /// 移动到父亲目标指定范围内的随机位置
    /// </summary>
    /// <returns></returns>
    public BehaviourReturnCode ActionWalkToParentActorRangeRandomPosition(float nearRadius, float farRadius)
    {
        if (RunningProperty.AI.Machine.CurrentStateType == BehaviourMachine.State.WALK)
        {
            return(BehaviourReturnCode.Failure);
        }

        if (RunningProperty.SelfActor.ParentActor == null)
        {
            return(BehaviourReturnCode.Failure);
        }

        Vector3 pos = AIHelper.GetActorRangeRandomPosition(RunningProperty.SelfActor.ParentActor, nearRadius, farRadius);

        if (AIHelper.RoughlyEqual(pos, RunningProperty.SelfActorPos))
        {
            RunningProperty.AI.Machine.SwitchToState(BehaviourMachine.State.EMPTY);
            return(BehaviourReturnCode.Success);
        }

        RunningProperty.TargetActor = null;

        RunningProperty.AI.PathWalker.WalkTo(pos);
        RunningProperty.AI.Machine.SwitchToState(BehaviourMachine.State.WALK);

        return(BehaviourReturnCode.Failure);
    }
示例#2
0
        public UnitID CreateNPC(Neptune.NPC npcInfo, Actor parent = null)
        {
            if (npcInfo == null)
            {
                GameDebug.LogError("Error in create npc, npc info is null!!!");
                return(null);
            }

            Vector3 bornPos = npcInfo.Position;

            NpcDefine npcDefine = NpcHelper.MakeNpcDefine((uint)npcInfo.ExcelId);

            if (npcDefine == null)
            {
                GameDebug.LogError("Error in create npc, npc define is null!!!");
                return(null);
            }

            // 护送任务NPC可以创建多个
            if (GetNpcByNpcId((uint)npcInfo.Id) != null && npcDefine.Function != NpcDefine.EFunction.ESCORT)
            {
                return(null);
            }

            uint uuid = GetAvailableUUId(npcInfo, npcDefine);

            DBActor dbActor = DBManager.GetInstance().GetDB <DBActor>();

            DBActor.ActorData actorData = dbActor.GetData((uint)npcDefine.ActorId);

            bornPos = RoleHelp.GetPositionInScene((uint)npcDefine.ActorId, npcInfo.Position.x, npcInfo.Position.z);
            if (npcInfo.Id >= 300)
            {
                GameDebug.LogError("npcInfo.Id is too large! " + npcInfo.Id);
            }
            xc.UnitCacheInfo initData = new xc.UnitCacheInfo(EUnitType.UNITTYPE_NPC, uuid);
            initData.ClientNpc       = npcInfo;
            initData.ClientNpcDefine = NpcHelper.MakeNpcDefine((uint)(npcInfo.ExcelId));
            initData.CacheType       = xc.UnitCacheInfo.EType.ET_Create;
            initData.PosBorn         = bornPos;
            initData.ParentActor     = parent;

            // 如果有父角色,则出生在父角色附近的一个随机位置
            if (parent != null)
            {
                Vector3 pos    = AIHelper.GetActorRangeRandomPosition(parent, 1f, 2f);
                bool    result = false;
                initData.PosBorn = InstanceHelper.ClampInWalkableRange(pos, pos, out result);
            }

            mCreatings.Add(initData.UnitID.obj_idx);

            ActorManager.Instance.PushUnitCacheData(initData);

            return(initData.UnitID);
        }