You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
309 lines
9.3 KiB
309 lines
9.3 KiB
3 years ago
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace ET
|
||
|
{
|
||
|
[Timer(TimerType.MoveTimer)]
|
||
|
public class MoveTimer: ATimer<MoveComponent>
|
||
|
{
|
||
|
public override void Run(MoveComponent self)
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
self.MoveForward(false);
|
||
|
}
|
||
|
catch (Exception e)
|
||
|
{
|
||
|
Log.Error($"move timer error: {self.Id}\n{e}");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[ObjectSystem]
|
||
|
public class MoveComponentDestroySystem: DestroySystem<MoveComponent>
|
||
|
{
|
||
|
public override void Destroy(MoveComponent self)
|
||
|
{
|
||
|
self.Clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[ObjectSystem]
|
||
|
public class MoveComponentAwakeSystem: AwakeSystem<MoveComponent>
|
||
|
{
|
||
|
public override void Awake(MoveComponent self)
|
||
|
{
|
||
|
self.StartTime = 0;
|
||
|
self.StartPos = Vector3.zero;
|
||
|
self.NeedTime = 0;
|
||
|
self.MoveTimer = 0;
|
||
|
self.Callback = null;
|
||
|
self.Targets.Clear();
|
||
|
self.Speed = 0;
|
||
|
self.N = 0;
|
||
|
self.TurnTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[FriendClass(typeof(MoveComponent))]
|
||
|
public static class MoveComponentSystem
|
||
|
{
|
||
|
public static bool IsArrived(this MoveComponent self)
|
||
|
{
|
||
|
return self.Targets.Count == 0;
|
||
|
}
|
||
|
|
||
|
public static bool ChangeSpeed(this MoveComponent self, float speed)
|
||
|
{
|
||
|
if (self.IsArrived())
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (speed < 0.0001)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Unit unit = self.GetParent<Unit>();
|
||
|
|
||
|
using (ListComponent<Vector3> path = ListComponent<Vector3>.Create())
|
||
|
{
|
||
|
self.MoveForward(true);
|
||
|
|
||
|
// path.Add(unit.Position); // 第一个是Unit的pos
|
||
|
for (int i = self.N; i < self.Targets.Count; ++i)
|
||
|
{
|
||
|
path.Add(self.Targets[i]);
|
||
|
}
|
||
|
self.MoveToAsync(path, speed).Coroutine();
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 100, ETCancellationToken cancellationToken = null)
|
||
|
{
|
||
|
self.Stop();
|
||
|
|
||
|
foreach (Vector3 v in target)
|
||
|
{
|
||
|
self.Targets.Add(v);
|
||
|
}
|
||
|
|
||
|
self.IsTurnHorizontal = true;
|
||
|
self.TurnTime = turnTime;
|
||
|
self.Speed = speed;
|
||
|
ETTask<bool> tcs = ETTask<bool>.Create(true);
|
||
|
self.Callback = (ret) => { tcs.SetResult(ret); };
|
||
|
|
||
|
Game.EventSystem.Publish(new EventType.MoveStart(){Unit = self.GetParent<Unit>()});
|
||
|
|
||
|
self.StartMove();
|
||
|
|
||
|
void CancelAction()
|
||
|
{
|
||
|
self.Stop();
|
||
|
}
|
||
|
|
||
|
bool moveRet;
|
||
|
try
|
||
|
{
|
||
|
cancellationToken?.Add(CancelAction);
|
||
|
moveRet = await tcs;
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
cancellationToken?.Remove(CancelAction);
|
||
|
}
|
||
|
|
||
|
if (moveRet)
|
||
|
{
|
||
|
Game.EventSystem.Publish(new EventType.MoveStop(){Unit = self.GetParent<Unit>()});
|
||
|
}
|
||
|
return moveRet;
|
||
|
}
|
||
|
|
||
|
public static void MoveForward(this MoveComponent self, bool needCancel)
|
||
|
{
|
||
|
// Unit unit = self.GetParent<Unit>();
|
||
|
//
|
||
|
// long timeNow = TimeHelper.ClientNow();
|
||
|
// long moveTime = timeNow - self.StartTime;
|
||
|
//
|
||
|
// while (true)
|
||
|
// {
|
||
|
// if (moveTime <= 0)
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// // 计算位置插值
|
||
|
// if (moveTime >= self.NeedTime)
|
||
|
// {
|
||
|
// unit.Position = self.NextTarget;
|
||
|
// if (self.TurnTime > 0)
|
||
|
// {
|
||
|
// unit.Rotation = self.To;
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// // 计算位置插值
|
||
|
// float amount = moveTime * 1f / self.NeedTime;
|
||
|
// if (amount > 0)
|
||
|
// {
|
||
|
// Vector3 newPos = Vector3.Lerp(self.StartPos, self.NextTarget, amount);
|
||
|
// unit.Position = newPos;
|
||
|
// }
|
||
|
//
|
||
|
// // 计算方向插值
|
||
|
// if (self.TurnTime > 0)
|
||
|
// {
|
||
|
// amount = moveTime * 1f / self.TurnTime;
|
||
|
// Quaternion q = Quaternion.Slerp(self.From, self.To, amount);
|
||
|
// unit.Rotation = q;
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// moveTime -= self.NeedTime;
|
||
|
//
|
||
|
// // 表示这个点还没走完,等下一帧再来
|
||
|
// if (moveTime < 0)
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// // 到这里说明这个点已经走完
|
||
|
//
|
||
|
// // 如果是最后一个点
|
||
|
// if (self.N >= self.Targets.Count - 1)
|
||
|
// {
|
||
|
// unit.Position = self.NextTarget;
|
||
|
// unit.Rotation = self.To;
|
||
|
//
|
||
|
// Action<bool> callback = self.Callback;
|
||
|
// self.Callback = null;
|
||
|
//
|
||
|
// self.Clear();
|
||
|
// callback?.Invoke(!needCancel);
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// self.SetNextTarget();
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
private static void StartMove(this MoveComponent self)
|
||
|
{
|
||
|
Unit unit = self.GetParent<Unit>();
|
||
|
|
||
|
self.BeginTime = TimeHelper.ClientNow();
|
||
|
self.StartTime = self.BeginTime;
|
||
|
self.SetNextTarget();
|
||
|
|
||
|
self.MoveTimer = TimerComponent.Instance.NewFrameTimer(TimerType.MoveTimer, self);
|
||
|
}
|
||
|
|
||
|
private static void SetNextTarget(this MoveComponent self)
|
||
|
{
|
||
|
|
||
|
// Unit unit = self.GetParent<Unit>();
|
||
|
//
|
||
|
// ++self.N;
|
||
|
//
|
||
|
// // 时间计算用服务端的位置, 但是移动要用客户端的位置来插值
|
||
|
// Vector3 v = self.GetFaceV();
|
||
|
// float distance = v.magnitude;
|
||
|
//
|
||
|
// // 插值的起始点要以unit的真实位置来算
|
||
|
// self.StartPos = unit.Position;
|
||
|
//
|
||
|
// self.StartTime += self.NeedTime;
|
||
|
//
|
||
|
// self.NeedTime = (long) (distance / self.Speed * 1000);
|
||
|
//
|
||
|
//
|
||
|
// if (self.TurnTime > 0)
|
||
|
// {
|
||
|
// // 要用unit的位置
|
||
|
// Vector3 faceV = self.GetFaceV();
|
||
|
// if (faceV.sqrMagnitude < 0.0001f)
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
// self.From = unit.Rotation;
|
||
|
//
|
||
|
// if (self.IsTurnHorizontal)
|
||
|
// {
|
||
|
// faceV.y = 0;
|
||
|
// }
|
||
|
//
|
||
|
// if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
|
||
|
// {
|
||
|
// self.To = Quaternion.LookRotation(faceV, Vector3.up);
|
||
|
// }
|
||
|
//
|
||
|
// return;
|
||
|
// }
|
||
|
//
|
||
|
// if (self.TurnTime == 0) // turn time == 0 立即转向
|
||
|
// {
|
||
|
// Vector3 faceV = self.GetFaceV();
|
||
|
// if (self.IsTurnHorizontal)
|
||
|
// {
|
||
|
// faceV.y = 0;
|
||
|
// }
|
||
|
//
|
||
|
// if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
|
||
|
// {
|
||
|
// self.To = Quaternion.LookRotation(faceV, Vector3.up);
|
||
|
// unit.Rotation = self.To;
|
||
|
// }
|
||
|
// }
|
||
|
}
|
||
|
|
||
|
private static Vector3 GetFaceV(this MoveComponent self)
|
||
|
{
|
||
|
return self.NextTarget - self.PreTarget;
|
||
|
}
|
||
|
|
||
|
public static bool FlashTo(this MoveComponent self, Vector3 target)
|
||
|
{
|
||
|
// Unit unit = self.GetParent<Unit>();
|
||
|
// unit.Position = target;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public static void Stop(this MoveComponent self)
|
||
|
{
|
||
|
if (self.Targets.Count > 0)
|
||
|
{
|
||
|
self.MoveForward(true);
|
||
|
}
|
||
|
|
||
|
self.Clear();
|
||
|
}
|
||
|
|
||
|
public static void Clear(this MoveComponent self)
|
||
|
{
|
||
|
self.StartTime = 0;
|
||
|
self.StartPos = Vector3.zero;
|
||
|
self.BeginTime = 0;
|
||
|
self.NeedTime = 0;
|
||
|
TimerComponent.Instance?.Remove(ref self.MoveTimer);
|
||
|
self.Targets.Clear();
|
||
|
self.Speed = 0;
|
||
|
self.N = 0;
|
||
|
self.TurnTime = 0;
|
||
|
self.IsTurnHorizontal = false;
|
||
|
|
||
|
if (self.Callback != null)
|
||
|
{
|
||
|
Action<bool> callback = self.Callback;
|
||
|
self.Callback = null;
|
||
|
callback.Invoke(false);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|