示例#1
0
 /// <summary>
 /// 取消移动(手动取消不会触发移动完成事件)
 /// </summary>
 public void CancelMove()
 {
     //  TODO:
     path.Clear();
     path        = null;
     currentNode = null;
     enabled     = false;
 }
示例#2
0
    protected override void OnAwake()
    {
        touchRegion = transform.Find("TouchRegion").gameObject.GetComponentStrict <BoxCollider2D>();
        GameObject spellGameObject = transform.Find("SpellButton").gameObject;

        spellRegion  = spellGameObject.GetComponentStrict <BoxCollider2D>();
        spellButton  = spellGameObject.transform.Find("spellbutton").GetComponentStrict <SpriteWrapper>();
        cooldownText = spellGameObject.transform.Find("cooldowntext").GetComponentStrict <Text>();
        moveGrid     = transform.Find("MoveGrid").gameObject.GetComponentStrict <MoveGrid>();
        waypoint     = Game.Resources.LoadPrefab <Waypoint>("Waypoints/Waypoint");
    }
示例#3
0
    private void UpdateMove(float dt)
    {
        if (path == null)
        {
            return;
        }

        //  TODO:这个时候结束会导致少移动半格
        if (currentNode == null)
        {
            if (path.Count == 0)
            {
                Entity.State = EntityStateType.Idle;
                enabled      = false;
                if (OnMoveCompleteEvent != null)
                {
                    OnMoveCompleteEvent(this);
                }
                return;
            }
            currentNode = path.First.Value;
            path.RemoveFirst();

            //  当前位置到目标位置的向量的单位化*移动速度
            CalcNewVelocity();

            //  战斗模式下拆墙(否则直接穿墙
            if (GameWorld.Instance.worldType == WorldType.Battle || GameWorld.Instance.worldType == WorldType.Replay)
            {
                //  不可穿越墙的情况下:转到拆墙
                if (!Entity.CanOverTheWall() && IsoMap.Instance.IsWallorLinker(currentNode.X, currentNode.Y))
                {
                    //  禁用AI和移动组件并唤醒拆墙AI组件
                    Entity.GetComponent <ActorComponent>().enabled = false;
                    this.enabled = false;
                    Entity.GetComponent <ActorDestroyWallComponent>().WakeUp(currentNode.X, currentNode.Y);
                    return;
                }
            }

            //  动画方向调整
            Entity.PlayAnimationFaceToTile(AnimationNames.Run, new TilePoint(currentNode.X, currentNode.Y));
        }

        //  [速度提升] 移动速度倍率
        float speedRate             = 1.0f;
        GameBufferComponent buffMgr = Entity.GetComponent <GameBufferComponent>();

        if (buffMgr != null)
        {
            var buffer = buffMgr.GetBuffer(Constants.BUFF_TYPE_SPPEDUP);
            if (buffer != null)
            {
                speedRate *= buffer.buffDamage;
            }
        }

        //  移动
        Entity.tileOffset += velocity * dt * speedRate;

#if UNITY_EDITOR
        if (GameWorld.Instance.worldType == WorldType.Battle || GameWorld.Instance.worldType == WorldType.Replay)
        {
            BattleManager.logMoveList.Add(GameRecord.Frame.ToString() + ":" + Entity.tileOffset.ToString());
        }
#endif  //  UNITY_EDITOR

        //  坐标判断(REMARK:这里如果移动速度极快会出BUG 暂时忽略o.o)
        if (Mathf.Abs(Entity.tileOffset.x) > 0.6f || Mathf.Abs(Entity.tileOffset.y) > 0.6f)
        {
            var dx = 0;
            var dy = 0;
            if (Entity.tileOffset.x > 0.5f)
            {
                dx = 1;
            }
            else if (Entity.tileOffset.x < -0.5f)
            {
                dx = -1;
            }
            if (Entity.tileOffset.y > 0.5f)
            {
                dy = 1;
            }
            else if (Entity.tileOffset.y < -0.5f)
            {
                dy = -1;
            }
            var delta = new TilePoint(dx, dy);
            Entity.tileOffset -= delta;
            var newpt = Entity.GetTilePos() + delta;
            Entity.SetTilePosition(newpt);
            if (newpt.x == currentNode.X && newpt.y == currentNode.Y)
            {
                currentNode = null;
            }
            else
            {
                //  当前位置到目标位置的向量的单位化*移动速度
                CalcNewVelocity();
            }
        }
    }
示例#4
0
    protected override List <TileEntity> TryLockTargeters(out TilePoint?_targetPos, out LinkedList <IMoveGrid> _targetRoute)
    {
        _targetPos   = null;
        _targetRoute = null;

        ///<    有目标了直接返回
        if (m_tempTargeters != null)
        {
            return(m_tempTargeters);
        }

        ///<    方案1:计算全地图目标时间最近(并且有墙的路线)REMARK:有墙基本就可以理解为封闭区域
        Dictionary <TilePoint, IsoGridTarget> gridTargets = new Dictionary <TilePoint, IsoGridTarget>();
        var targets = IsoMap.Instance.GetEntitiesByTT(Attacker.GetTargetOwner(), EntityAiType.Other, Attacker);

        foreach (var tar in targets)
        {
            Vector2       p        = tar.GetCurrentPositionCenter();
            TilePoint     grid     = new TilePoint((int)p.x, (int)p.y);
            IsoGridTarget tarInfos = new IsoGridTarget()
            {
                Targeter = tar, Distance = 0, X = grid.x, Y = grid.y
            };
            gridTargets.Add(grid, tarInfos);
        }
        LinkedList <IMoveGrid> route = IsoMap.Instance.SearchDijkstraNearestWall(Attacker, gridTargets);

        if (route != null)
        {
            Assert.Should(route.Count >= 2);
            //  墙的位置
            IMoveGrid wallGrid = route.Last.Value;
            route.RemoveLast();
            //  墙的前一格
            IMoveGrid lastGrid = route.Last.Value;
            //  获取墙
            TileEntity wallTargeter = IsoMap.Instance.GetWallTargeter(lastGrid.X, lastGrid.Y, wallGrid.X, wallGrid.Y);
            Assert.Should(wallTargeter != null);
            //  返回
            _targetRoute = route;
            return(AuxConvertToList(wallTargeter));
        }

        ///<    方案2:求最近的墙o.o
        TileEntity targeter = GetWallEntityNearest(Attacker);

        if (targeter == null)
        {
            return(null);
        }

        //  查找移动目标点(墙四周离自身最近的点)
        int self_x = Entity.GetTilePos().x;
        int self_y = Entity.GetTilePos().y;

        Vector2 c      = targeter.GetCurrentPositionCenter();
        int     wall_x = (int)c.x;
        int     wall_y = (int)c.y;
        int     wall_w = 1; //   REMARK:连接器到墙中心的距离

        int mindiff = 999999;
        int goal_x  = -1;
        int goal_y  = -1;

        //  依次为 左上、右上、左下、右下
        DetectNearestGrid(ref mindiff, ref goal_x, ref goal_y, self_x, self_y, wall_x, wall_y + wall_w);
        DetectNearestGrid(ref mindiff, ref goal_x, ref goal_y, self_x, self_y, wall_x + wall_w, wall_y);
        DetectNearestGrid(ref mindiff, ref goal_x, ref goal_y, self_x, self_y, wall_x - wall_w, wall_y);
        DetectNearestGrid(ref mindiff, ref goal_x, ref goal_y, self_x, self_y, wall_x, wall_y - wall_w);

        //  找到目标点 并且 目标点位置不是自身位置
        if (goal_x >= 0 && goal_y >= 0 && ((goal_x != self_x || goal_y != self_y)))
        {
            _targetPos = new TilePoint(goal_x, goal_y);
        }

        return(AuxConvertToList(targeter));
    }