示例#1
0
    /// <summary>
    /// 给予或动态添加PersonMove组件
    /// </summary>
    /// <returns></returns>
    public PersonMove GetPersonMove()
    {
        PersonMove personMove = GetComponent <PersonMove>();

        if (personMove == null)
        {
            personMove = gameObject.AddComponent <PersonMove>();
        }

        return(personMove);
    }
示例#2
0
    public MoveCommand(string npcName, Vector2 targetPoint, bool needAC = false)
    {//谁移动到哪个位置
        this.npcName     = npcName;
        this.targetPoint = targetPoint;
        needAsync        = needAC;

        //如果是Player
        if (npcName == "Player")
        {
            personMove = PlayerPropertyManager.PlayerGo.GetComponent <AIAttribute>().GetPersonMove();
        }
        else
        {//不是玩家
            //获取这个角色身上的PersonMove组件
            personMove = ObjectManager.GetGameObject(npcName).GetComponent <AIAttribute>().GetPersonMove();
        }
    }
示例#3
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    protected override void Start()
    {
        try
        {
            Log.Info("LocationHistoryPathBase.Start Start");//2019_06_26_cww:昨天做代码重构,提取了PositionInfo PositionInfoList PositionInfoGroup,崩溃了,加打印语句,加着加着就不崩溃了。上次崩溃时是有运行到这里的。
            personmove = gameObject.GetComponent <PersonMove>();
            StartInit();
            //将方向转换为四元数
            targetQuaternion = Quaternion.LookRotation(Vector3.zero, Vector3.up);

            CreateHistoryPath();

            isCreatePathComplete = true;
            //if (MultHistoryPlayUI.Instance.isNewWalkPath)
            //{
            //    //CreatePathSphere();
            //}
            Log.Info("LocationHistoryPathBase.Start End");
        }
        catch (Exception ex)
        {
            Log.Error("LocationHistoryPathBase.Start", ex.ToString());
        }
    }
示例#4
0
 void Start()
 {
     move       = GetComponent <PersonMove>();
     FirstObjc  = GameObject.FindGameObjectWithTag("FirstPosToHouse");
     SecondObjc = GameObject.FindGameObjectWithTag("SecondPosToHouse");
 }