public void UpdateSmoothedMovementDirection() { m_IsJoyMoving = false; if (null == m_MainPlayer) { m_MainPlayer = Singleton <ObjManager> .GetInstance().MainPlayer; if (null != m_MainPlayer) { m_MainPlayerTransform = m_MainPlayer.transform; } else { return; } } if (null == m_CameraTransform) { m_CameraTransform = Camera.main.transform; if (null == m_CameraTransform) { return; } } m_bIsMoving = Mathf.Abs(m_fHorizonRaw) > 0.1 || Mathf.Abs(m_fVerticalRaw) > 0.1; //如果玩家正在点击移动,则判断是否有输入,如果没有则不进行更新,否则打断 if (!m_bIsMoving && m_MainPlayer.IsMoving) { return; } if (false == m_MainPlayer.IsCanOperate_Move()) { return; } // Forward vector relative to the camera along the x-z plane Vector3 forward = m_CameraTransform.TransformDirection(Vector3.forward); forward.y = 0; forward = forward.normalized; // Right vector relative to the camera // Always orthogonal to the forward vector Vector3 right = new Vector3(forward.z, 0, -forward.x); // Target direction relative to the camera var targetDirection = m_fHorizonRaw * right + m_fVerticalRaw * forward; // We store speed and direction seperately, // so that when the character stands still we still have a valid forward direction // moveDirection is always normalized, and we only update it if there is user input. if (targetDirection != Vector3.zero) { // If we are really slow, just snap to the target direction if (m_fMoveSpeed < m_fWalkSpeed * 0.9) { m_vecMoveDirection = targetDirection.normalized; } // Otherwise smoothly turn towards it else { m_vecMoveDirection = Vector3.RotateTowards(m_vecMoveDirection, targetDirection, m_fRrotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000); m_vecMoveDirection = m_vecMoveDirection.normalized; } } // Smooth the speed based on the current target direction // float curSmooth = m_fSpeedSmoothing * Time.deltaTime; // Choose target speed if (m_bIsMoving) { m_IsJoyMoving = true; m_fMoveSpeed = m_MainPlayer.m_fMoveSpeed; Vector3 movement = m_vecMoveDirection * m_fMoveSpeed; movement *= Time.deltaTime; //移动 m_MainPlayer.BreakAutoCombatState(); m_MainPlayer.LeaveTeamFollow(); Vector3 newPos = m_MainPlayerTransform.localPosition + movement * 10; //如果发动摇杆移动操作,清除掉地面点击特效 GameManager.gameManager.ActiveScene.DeactiveMovingCircle(); //进行移动操作 m_MainPlayer.MoveTo(newPos, null, 0.0f); // added by mawenbin // 挂机自动战斗时设置玩家主动移动 AI_PlayerCombat aiPlayerCombat = m_MainPlayer.GetComponent <AI_PlayerCombat>(); if (null != aiPlayerCombat && m_MainPlayer.IsOpenAutoCombat && m_MainPlayer.AutoComabat) { aiPlayerCombat.IsPlayerControlMove = true; } //设置模型方向 if (m_MainPlayer.SkillCore == null || m_MainPlayer.SkillCore.IsUsingSkill == false) // 播放旋风斩动画时不转向 { // 有自动寻路代理了,为什么还要自己设置转向? ,by lizhe if (m_MainPlayer.NavAgent == null) { m_MainPlayerTransform.rotation = Quaternion.LookRotation(m_vecMoveDirection); } } m_MainPlayer.CurObjAnimState = Games.GlobeDefine.GameDefine_Globe.OBJ_ANIMSTATE.STATE_WALK; } else { m_fMoveSpeed = 0.0f; if (false == Cutscene.CutsceneActionPlayAnim.m_bIsPlayingMainPlayerAnim) { m_MainPlayer.CurObjAnimState = Games.GlobeDefine.GameDefine_Globe.OBJ_ANIMSTATE.STATE_NORMOR; } } }
public uint Execute(PacketDistributed ipacket) { GC_RET_USE_SKILL packet = (GC_RET_USE_SKILL)ipacket; if (null == packet) { return((uint)PACKET_EXE.PACKET_EXE_ERROR); } //enter your logic int nSkillId = packet.HasFixedSkillId ? packet.FixedSkillId : packet.SkillId; int nSenderId = packet.SenderId; int nTargetID = packet.TargetId; Obj_Character Sender = Singleton <ObjManager> .GetInstance().FindObjCharacterInScene(nSenderId); if (Sender == null) { return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); } if (Sender.SkillCore == null) { return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); } int nFailType = (int)SKILLUSEFAILTYPE.INVALID; if (packet.HasSkillfailType) { nFailType = packet.SkillfailType; } string szSkillName = ""; if (packet.HasSkillname) { szSkillName = packet.Skillname; } if (nFailType == (int)SKILLUSEFAILTYPE.DISTANCE) { if (Sender.ObjType == Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER) { //服务器认定 距离不够 再往前走点 Obj_Character targetCharacter = Singleton <ObjManager> .GetInstance().FindObjCharacterInScene(nTargetID); if (targetCharacter) { Tab_SkillEx _skillEx = TableManager.GetSkillExByID(nSkillId, 0); if (_skillEx != null) { if (Sender.SkillCore.IsUsingSkill) { Sender.SkillCore.BreakCurSkill(); } Singleton <ObjManager> .GetInstance().MainPlayer.CurUseSkillId = nSkillId; Singleton <ObjManager> .GetInstance().MainPlayer.MoveTo(targetCharacter.Position, targetCharacter.gameObject, _skillEx.Radius - 2.0f); } } } } else { //结婚相关特殊表现 if (nSkillId == GlobeVar.MARRY_SKILL_2) { Sender.SkillCore.BreakCurSkill(); Sender.FaceTo(new UnityEngine.Vector3(13.79419f, 0.9015087f, 30.36249f)); } //结婚相关特殊表现 if (nSkillId == GlobeVar.MARRY_SKILL_1) { Sender.SkillCore.BreakCurSkill(); Sender.FaceTo(new UnityEngine.Vector3(13.79419f, 0.9015087f, 4.068859f)); } if (szSkillName != "") { Sender.SkillCore.UseSkill(nSkillId, nSenderId, nTargetID, szSkillName); } else { Sender.SkillCore.UseSkill(nSkillId, nSenderId, nTargetID); } Tab_SkillEx _skillEx = TableManager.GetSkillExByID(nSkillId, 0); } if (Sender is Obj_MainPlayer) { //if the main player in the state of changing mode int nImpactCount = GameManager.gameManager.PlayerDataPool.ClientImpactInfo.Count; Obj_MainPlayer _mainPlayer = Singleton <ObjManager> .Instance.MainPlayer; Tab_SkillEx _skillEx = TableManager.GetSkillExByID(nSkillId, 0); Tab_SkillBase _skillBase = null; int nSkillIndex = -1; int nChangeState = -1; if (null != _mainPlayer) { for (int i = 0; i < _mainPlayer.OwnSkillInfo.Length; i++) { if (_mainPlayer.OwnSkillInfo[i].SkillId == nSkillId) { nSkillIndex = i; break; } } nChangeState = _mainPlayer.GetCurrentChangeState(); // added by mawenbin // 缓存玩家使用的技能,用于挂机连续技的判定 AI_PlayerCombat aiPlayerCombat = _mainPlayer.GetComponent <AI_PlayerCombat>(); if (null != aiPlayerCombat && Games.GlobeDefine.GameDefine_Globe.OBJ_TYPE.OBJ_MAIN_PLAYER == Sender.ObjType) { aiPlayerCombat.CurUseSkillId = nSkillId; } } if (null != _skillEx) { _skillBase = TableManager.GetSkillBaseByID(_skillEx.BaseId, 0); } if (null != _skillBase) { if (null != SkillBarLogic.Instance()) { //if the skill is xp skill and can put into skillbar if ((_skillBase.SkillClass & (int)SKILLCLASS.AUTOREPEAT) == 0 && (_skillBase.SkillClass & (int)SKILLCLASS.XP) == 0 && (_skillBase.GetChangeModebyIndex(_mainPlayer.CurChangeState) > 0) && (_skillBase.SkillClass & (int)SKILLCLASS.PASSIVITY) == 0) { for (int i = 0; i < SkillBarLogic.Instance().MySkillBarInfo.Length; i++) { if (nSkillId == SkillBarLogic.Instance().MySkillBarInfo[i].CurSkillId) { SkillBarLogic.Instance().MySkillBarInfo[i].nPreSkillId = nSkillId; SkillBarLogic.Instance().MySkillBarInfo[i].fCurrentStartTime = Time.realtimeSinceStartup; SkillBarLogic.Instance().MySkillBarInfo[i].fCurDisabledStartTime = Time.realtimeSinceStartup; SkillBarLogic.Instance().MySkillBarInfo[i].nCurrentCDTime = _skillEx.NextSkillEffectTime / 1000.0f; SkillBarLogic.Instance().MySkillBarInfo[i].fRemainCDTime = _skillEx.NextSkillEffectTime / 1000.0f; SkillBarLogic.Instance().MySkillBarInfo[i].fDisabledRemTime = _skillEx.NextSkillDisabledTime / 1000.0f; SkillBarLogic.Instance().MySkillBarInfo[i].fCurDisabedTime = _skillEx.NextSkillDisabledTime / 1000.0f; SkillBarLogic.Instance().MySkillBarInfo[i].SkillCount++; if (false == GameManager.gameManager.PlayerDataPool.CommonData.GetCommondFlag((int)USER_COMMONFLAG.CF_COMBO_FIRSTUSED)) { if (nSkillId == GlobeVar.SHUANGJIANSHI_SKILL1_COMBO1 || nSkillId == GlobeVar.SHUANGJIANSHI_SKILL1_COMBO2) { SkillBarLogic.Instance().MySkillBarInfo[i].nCurrentCDTime = 10; SkillBarLogic.Instance().MySkillBarInfo[i].fRemainCDTime = 10; } } SkillBarLogic.Instance().SetSkillBarInfoForNext(i, _skillEx.NextContinueSkillId); //第一个连续技能来了,要有提示 if (nSkillIndex != -1 && nSkillIndex == SkillBarLogic.Instance().MySkillBarInfo[i].SkillIndex) { if (null != ComboSkillTipLogic.Instance()) { System.Collections.Generic.List <string> iconList = SkillBarLogic.Instance().GetContinueSkillIcons(_skillBase); ComboSkillTipLogic.Instance().Show(i, iconList.Count, iconList); } } if (null != ComboSkillTipLogic.Instance()) { ComboSkillTipLogic.Instance().SetStep(i, SkillBarLogic.Instance().MySkillBarInfo[i].SkillCount); } if (_skillBase.NextIndex == _skillBase.FirstIndex) { SkillBarLogic.Instance().MySkillBarInfo[i].isCompleted = true; SkillBarLogic.Instance().MySkillBarInfo[i].SkillCount = 0; } break; } } } } //if it is xpSkill and attackSkill if (((_skillBase.SkillClass & (int)SKILLCLASS.AUTOREPEAT) != 0) && _skillBase.GetChangeModebyIndex(_mainPlayer.CurChangeState) >= 0 && SkillBarLogic.Instance()._AttackBarInfo != null) { SkillBarLogic.Instance()._AttackBarInfo.fCurrentStartTime = Time.realtimeSinceStartup; SkillBarLogic.Instance()._AttackBarInfo.fCurDisabledStartTime = Time.realtimeSinceStartup; SkillBarLogic.Instance()._AttackBarInfo.nCurrentCDTime = _skillEx.NextSkillEffectTime; SkillBarLogic.Instance()._AttackBarInfo.fRemainCDTime = _skillEx.NextSkillEffectTime; SkillBarLogic.Instance()._AttackBarInfo.fDisabledRemTime = _skillEx.NextSkillDisabledTime; SkillBarLogic.Instance()._AttackBarInfo.fCurDisabledTime = _skillEx.NextSkillDisabledTime; SkillBarLogic.Instance()._AttackBarInfo.nCurSkillId = _skillEx.NextContinueSkillId; } } } return((uint)PACKET_EXE.PACKET_EXE_CONTINUE); }