示例#1
0
    public Character Refresh(excel_refresh refreshExcel, Scene scn)
    {
        int       index          = Mathf.RandRange(0, refreshExcel.birthpoint.Length - 1);
        string    birthPointName = refreshExcel.birthpoint[index];
        MarkPoint markPoint      = GetMarkPoint(scn.ScnID, birthPointName);

        if (markPoint == null)
        {
            return(null);
        }
        Vector3 targetPos = markPoint.position;
        Vector3 dir       = new Vector3(Mathf.RandRange(-1.0f, 1.0f), 0.0f, Mathf.RandRange(-1.0f, 1.0f));

        dir.Normalize();
        float dist = Mathf.RandRange(0.0f, 1.0f) * refreshExcel.refreshDist;

        targetPos += (dist * dir);
        Vector3 hitPos = Vector3.zero;

        uint layer = NavigationSystem.GetLayer(markPoint.position);

        if (NavigationSystem.LineCast(markPoint.position, targetPos, layer, out hitPos))
        {
            targetPos = hitPos;
        }
        float h = 0.0f;

        if (NavigationSystem.GetLayerHeight(targetPos, layer, out h))
        {
            targetPos.y = h;
        }
        NPC npc = new NPC();

        return(npc);
    }
示例#2
0
    static void ResetTargePos(Character cha, ChildObject childObject, SkillContext context, excel_skill_event e)
    {
        SkillSelectCharactorType selType = (SkillSelectCharactorType)e.evnetParam1;
        Character selTarget = context.SelectCharactorByType(selType);

        if (selTarget == null)
        {
            return;
        }

        float fAngle = (float)e.evnetParam2;

        if (e.evnetParam3 > 0)
        {
            float fAngleR = (float)e.evnetParam3 * 2.0f;
            float fPct    = UnityEngine.Random.Range(0.0f, 1.0f);
            fAngle += fPct * fAngleR - fAngleR;
        }

        Quaternion q   = Quaternion.AngleAxis(fAngle, Vector3.up);
        Vector3    dir = selTarget.Direction;

        if (e.evnetParam4 > 0 && context.mOwner != selTarget)
        {
            dir   = selTarget.Position - context.mOwner.Position;
            dir.y = 0.0f;
            dir.Normalize();
        }
        dir = q * dir;
        float   dist      = (float)e.evnetParam5 * 0.001f;
        Vector3 targetPos = selTarget.Position + dir * dist;

        TargetPosTestType testType = (TargetPosTestType)e.evnetParam6;

        switch (testType)
        {
        case TargetPosTestType.None:
            break;

        case TargetPosTestType.LineTest:
        {
            uint layer = NavigationSystem.GetLayer(context.mOwner.Position);
            if (NavigationSystem.LineCast(context.mOwner.Position, targetPos, layer, out targetPos))
            {
                break;
            }
            break;
        }

        case TargetPosTestType.TargetInNav:
        {
            if (!NavigationSystem.IsInNavigation(targetPos))
            {
                targetPos = selTarget.Position;
            }
            break;
        }
        }
        context.TargetPos = targetPos;
    }
示例#3
0
    public void LineMove(Vector3 pos, float destRadius = 0.3f, bool sync = true)
    {
        Vector3 destPos;

        if (!NavigationSystem.LineCast(Position, pos, NavLayer, out destPos))
        {
            return;
        }
        mPath = new Vector3[1] {
            destPos
        };
        mCurrentNodeIndex = 0;
        MoveSpeed         = 0.0f;
        mDestRadius       = destRadius;
    }
示例#4
0
        void DoPatrol()
        {
            if (mNPC.mRefreshList == null)
            {
                return;
            }
            int          npcAIID = mNPC.mRefreshList.npcAI;
            excel_npc_ai npcAI   = excel_npc_ai.Find(npcAIID);

            if (npcAI == null)
            {
                return;
            }
            if (NormalBehaviourPhase.PatrolInterval == mPhase)
            {
                mIntervalTime -= Time.DeltaTime;
                if (mIntervalTime > 0.0f)
                {
                    return;
                }
                PatrolType patrolType = (PatrolType)npcAI.patrolType;
                if (patrolType == PatrolType.Scope)
                {
                    if (mNPC.mRefreshList.birthpoint.Length <= 0)
                    {
                        return;
                    }
                    string    birthpoint = mNPC.mRefreshList.birthpoint[0];
                    MarkPoint markPoint  = RefreshSystem.Instance.GetMarkPoint(mNPC.mScene.ScnID, birthpoint);
                    if (markPoint == null)
                    {
                        return;
                    }
                    Vector3 targetPos = markPoint.position;
                    Vector3 dir       = new Vector3(Mathf.RandRange(-1.0f, 1.0f), 0.0f, Mathf.RandRange(-1.0f, 1.0f));
                    dir.Normalize();
                    float dist = Mathf.RandRange(0.0f, 1.0f) * npcAI.patrolRadius;
                    targetPos += (dist * dir);

                    Vector3 hitPos = Vector3.zero;
                    if (NavigationSystem.LineCast(mNPC.Position, targetPos, mNPC.mNavLayer, out hitPos))
                    {
                        targetPos = hitPos;
                    }
                    mPath      = new Vector3[1];
                    mPath[0]   = targetPos;
                    mPathIndex = 0;

                    mPhase = NormalBehaviourPhase.Patrol;
                }
            }
            else if (NormalBehaviourPhase.Patrol == mPhase)
            {
                if (mPath == null || mPathIndex >= mPath.Length)
                {
                    mIntervalTime = Mathf.RandRange(npcAI.patrolMinInterval, npcAI.patrolMaxInterval);
                    mPhase        = NormalBehaviourPhase.PatrolInterval;
                    return;
                }
                Vector3 targetPos = mPath[mPathIndex];
                if (!mNPC.IsSearchMoving())
                {
                    mNPC.SearchMove(targetPos);
                }
                float dist = (targetPos - mNPC.Position).Length();
                if (dist <= 0.3f)
                {
                    ++mPathIndex;
                }
            }
        }