protected override void OnUpdate() { if (CheckTime(ref inter) == false) { return; } Entities.With(group).ForEach((Entity entity, ref BoidComponent.Component boid, ref BaseUnitStatus.Component status, ref BaseUnitTarget.Component target, ref CommanderStatus.Component commander, ref BaseUnitMovement.Component movement, ref SpatialEntityId entityId) => { if (status.State != UnitState.Alive) { return; } var trans = EntityManager.GetComponentObject <Transform>(entity); var pos = trans.position; var side = status.Side; var speed = movement.MoveSpeed; var forward = trans.forward; var commanderRank = status.Rank; var soldierRange = RangeDictionary.BaseBoidsRange; var soldiers = getAllyUnits(side, pos, soldierRange, allowDead: false, selfId: entityId.EntityId, GetSingleUnitTypes(UnitType.Soldier)); float f_length = boid.ForwardLength; boid_calculate(pos + forward * f_length, pos, soldierRange, forward * speed, boid.SepareteWeight, boid.AlignmentWeight, boid.CohesionWeight, soldiers); if (commanderRank < 1) { return; } var commanderRange = RangeDictionary.GetBoidsRange(commanderRank); var coms = getAllyUnits(side, pos, commanderRange, allowDead: false, selfId: entityId.EntityId, GetSingleUnitTypes(UnitType.Commander)); commanders.Clear(); foreach (var c in coms) { if (c.rank == commanderRank - 1) { commanders.Add(c); } } f_length = AttackLogicDictionary.RankScaled(f_length, commanderRank); f_length += commander.AllyRange; boid_calculate(pos + forward * f_length, pos, commanderRange, forward * speed, boid.SepareteWeight, boid.AlignmentWeight, boid.CohesionWeight, commanders); }); }
private void Query(Entity entity, ref BaseUnitSight.Component sight, ref UnitActionData action, ref BaseUnitStatus.Component status, ref BaseUnitTarget.Component target, ref SpatialEntityId entityId) { if (status.State != UnitState.Alive) { return; } if (status.Order == OrderType.Idle) { return; } if (UnitUtils.IsWatcher(status.Type) == false) { return; } // initial target.State = TargetState.None; var id = entityId.EntityId.Id; if (enemyPositionsContainer.ContainsKey(id) == false) { enemyPositionsContainer[id] = new List <FixedPointVector3>(); } var enemyPositions = enemyPositionsContainer[id]; enemyPositions.Clear(); var trans = EntityManager.GetComponentObject <Transform>(entity); var pos = trans.position; UnitInfo enemy = null; var sightRange = action.SightRange; var backBuffer = sightRange / 2; if (status.Type == UnitType.Commander) { backBuffer += RangeDictionary.AllyRange / 2; } // strategy target SetStrategyTarget(pos, backBuffer, ref sight, ref target); // keep logic if (status.Order == OrderType.Keep) { sightRange *= target.PowerRate; } enemy = getNearestEnemy(status.Side, pos, sightRange); if (enemy != null) { var tgtPos = sight.TargetPosition.ToWorkerPosition(this.Origin); var epos = enemy.pos.ToWorldPosition(this.Origin); if (Vector3.Dot(tgtPos - pos, enemy.pos - pos) > 0) { target.State = TargetState.ActionTarget; sight.TargetPosition = epos; sight.TargetSize = enemy.size; } enemyPositions.Add(epos); } float range; switch (target.State) { case TargetState.ActionTarget: range = action.AttackRange; range = AttackLogicDictionary.GetOrderRange(status.Order, range) * target.PowerRate; break; default: range = RangeDictionary.BodySize; break; } // set behind if (status.Type == UnitType.Commander) { var addRange = RangeDictionary.AllyRange / 2; range += AttackLogicDictionary.RankScaled(addRange, status.Rank); } sight.TargetRange = range; sight.State = target.State; }