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using System.Collections.Generic;
using UnityEngine;
namespace ET
{
public static class MoveHelper
{
// 可以多次调用,多次调用的话会取消上一次的协程
public static async ETTask<int> MoveToAsync(this Unit unit, Vector3 targetPos, ETCancellationToken cancellationToken = null)
{
C2M_PathfindingResult msg = new C2M_PathfindingResult() {X = targetPos.x, Y = targetPos.y, Z = targetPos.z};
unit.ZoneScene().GetComponent<SessionComponent>().Session.Send(msg);
ObjectWait objectWait = unit.GetComponent<ObjectWait>();
// 要取消上一次的移动协程
objectWait.Notify(new WaitType.Wait_UnitStop() { Error = WaitTypeError.Cancel });
// 一直等到unit发送stop
WaitType.Wait_UnitStop waitUnitStop = await objectWait.Wait<WaitType.Wait_UnitStop>(cancellationToken);
return waitUnitStop.Error;
}
public static async ETTask<bool> MoveToAsync(this Unit unit, List<Vector3> path)
{
float speed = unit.GetComponent<NumericComponent>().GetAsFloat(NumericType.Speed);
MoveComponent moveComponent = unit.GetComponent<MoveComponent>();
bool ret = await moveComponent.MoveToAsync(path, speed);
return ret;
}
}
}