public bool ExecCommand(StoryInstance instance, StoryMessageHandler handler, StoryValueParams _params, long delta) { var args = _params.Values; if (!m_ParamReaded) { m_ObjId = args[0]; m_SkillInfo = args[1].ObjectVal as SkillInfo; } if (!m_SkillCasted) { EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId); if (null != npc && !npc.IsUnderControl()) { int targetId = npc.GetAiStateInfo().Target; EntityInfo target = PluginFramework.Instance.GetEntityById(targetId); if (null != target && !target.IsDead() && Geometry.DistanceSquare(npc.GetMovementStateInfo().GetPosition3D(), target.GetMovementStateInfo().GetPosition3D()) <= m_SkillInfo.Distance * m_SkillInfo.Distance) { ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D(); float dir = Geometry.GetYRadian(srcPos, targetPos); float curDir = npc.GetMovementStateInfo().GetFaceDir(); if (Mathf.Abs(dir - curDir) > 0.157f) { npc.GetMovementStateInfo().SetWantedFaceDir(dir); } else { m_SkillCasted = true; AiCommand.AiStopPursue(npc); AiCommand.AiSkill(npc, m_SkillInfo.SkillId); } return(true); } else if (!m_SkillInfo.ConfigData.skillData.needTarget) { m_SkillCasted = true; AiCommand.AiStopPursue(npc); AiCommand.AiSkill(npc, m_SkillInfo.SkillId); } } } else { EntityInfo npc = PluginFramework.Instance.GetEntityById(m_ObjId); if (null != npc) { AiStateInfo info = npc.GetAiStateInfo(); if (npc.GetSkillStateInfo().IsSkillActivated()) { return(true); } else { return(false); } } } return(false); }
private bool CombatHandler(EntityInfo npc, AiStateInfo info, long deltaTime) { if (npc.GetSkillStateInfo().IsSkillActivated()) { return(true); } EntityInfo leader = AiLogicUtility.GetLivingCharacterInfoHelper(npc, info.LeaderId); ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); ScriptRuntime.Vector3 homePos = ScriptRuntime.Vector3.Zero; if (null != leader) { homePos = GetHomePos(npc.GetMovementStateInfo().FormationIndex, leader); } float distSqrToHome = Geometry.DistanceSquare(srcPos, homePos); if (distSqrToHome > npc.GohomeRange * npc.GohomeRange) { AiCommand.AiStopPursue(npc); info.ChangeToState((int)AiStateId.Gohome); return(true); } /// EntityInfo attackTarget = null; SkillStateInfo currSkInfo = npc.GetSkillStateInfo(); ///找到可以使用的技能 SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc); AiCommand.AiSelectSkill(npc, skInfo); if (skInfo == null) { //没有可以使用的技能就切换到Idle状态 info.ChangeToState((int)PredefinedAiStateId.Idle); return(false); } CharacterRelation relation = (skInfo.TargetType == SkillTargetType.Friend || skInfo.TargetType == SkillTargetType.RandFriend) ? CharacterRelation.RELATION_FRIEND : CharacterRelation.RELATION_ENEMY; attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, skInfo.Distance, relation); if (attackTarget != null && null != skInfo) //攻击范围内找到可攻击目标 { info.Target = attackTarget.GetId(); AiCommand.AiStopPursue(npc); AiCommand.AiSkill(npc, skInfo.SkillId); //攻击目标 return(true); } attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, npc.ViewRange, relation); if (attackTarget != null) //视野范围内找到可攻击目标 { AiCommand.AiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标 return(true); } currSkInfo.SetCurSkillInfo(0); AiCommand.AiStopPursue(npc); info.ChangeToState((int)AiStateId.Gohome); return(true); }
private bool CombatHandler(EntityInfo npc, AiStateInfo info, long deltaTime) { info.Time += deltaTime; if (info.Time > 100) { info.Time = 0; } else { return(true); } if (npc.GetSkillStateInfo().IsSkillActivated()) { return(true); } ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D(); float distSqrToHome = Geometry.DistanceSquare(srcPos, info.HomePos); if (distSqrToHome > npc.GohomeRange * npc.GohomeRange) { AiCommand.AiStopPursue(npc); info.ChangeToState((int)AiStateId.Gohome); return(true); } /// EntityInfo attackTarget = null; SkillStateInfo currSkInfo = npc.GetSkillStateInfo(); ///找到可以使用的技能 SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc); AiCommand.AiSelectSkill(npc, skInfo); if (skInfo == null) { AiCommand.AiStopPursue(npc); info.ChangeToState((int)PredefinedAiStateId.Idle); return(false); } CharacterRelation relation = skInfo.ConfigData.targetType == (int)SkillTargetType.Friend ? CharacterRelation.RELATION_FRIEND : CharacterRelation.RELATION_ENEMY; attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, skInfo.Distance, relation); if (attackTarget != null && null != skInfo) //攻击范围内找到可攻击目标 { info.Target = attackTarget.GetId(); ScriptRuntime.Vector3 targetPos = attackTarget.GetMovementStateInfo().GetPosition3D(); float dir = Geometry.GetYRadian(srcPos, targetPos); float curDir = npc.GetMovementStateInfo().GetFaceDir(); if (Mathf.Abs(dir - curDir) > 0.157f) { npc.GetMovementStateInfo().SetWantedFaceDir(dir); } else { AiCommand.AiStopPursue(npc); AiCommand.AiSkill(npc, skInfo.SkillId); //攻击目标 } return(true); } attackTarget = AiLogicUtility.GetNearstTargetHelper( npc, npc.ViewRange, relation); if (attackTarget != null) //视野范围内找到可攻击目标 { AiCommand.AiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标 return(true); } currSkInfo.SetCurSkillInfo(0); AiCommand.AiStopPursue(npc); return(true); }