using CSNetwork.GPDataType; using CSNetwork.Protocols; using UnityEngine; /////////////////////////////////////////////////////////////////////////// // // Class CECObject // /////////////////////////////////////////////////////////////////////////// public class CECObject : MonoBehaviour { // Class ID public static class Class_ID { public const int OCID_OBJECT = 0, OCID_PLAYER = 1, OCID_HOSTPLAYER = 2, OCID_ELSEPLAYER = 3, OCID_LOGINPLAYER = 4, OCID_NPC = 5, OCID_MONSTER = 6, OCID_SERVER = 7, OCID_MATTER = 8, OCID_PET = 9, OCID_CLONED_PLAYER = 10, // 复制角色模型 OCID_HOST_NAVIGATER = 11, // 纯客户端player类,用于强制移动 OCID_NPCCLONED_MASTER = 12; // NPC 复制的角色模型 } // Render flag public static class Render_flag { public const int RD_NORMAL = 0, RD_REFRACT = 1, RD_REFLECT = 2; } // Move environment public static class Move_environment { public const int MOVEENV_GROUND = 0, // Move on ground MOVEENV_WATER = 1, MOVEENV_AIR = 2; } // Constructor and Destructor public CECObject() { m_iCID = Class_ID.OCID_OBJECT; m_bAdjustOrient = false; m_bVisible = true; m_bBornInSight = false; m_dwBornStamp = 0; m_bUseGroundNormal = false; m_vecGroundNormal = new A3DVECTOR3(0.0f, 1.0f, 0.0f); m_vecGroundNormalSet = new A3DVECTOR3(0.0f, 1.0f, 0.0f); m_bSelectable = true; } public virtual void SetUpCECObject() { m_dwBornStamp = 0; m_bBornInSight = false; m_bSelectable = false; m_iCID = (int)Class_ID.OCID_OBJECT; } public void SetSelectable(bool bSelectable) { m_bSelectable = bSelectable; } // Tick routine public bool Tick(float dwDeltaTime) { if (m_bAdjustOrient) AdjustOrientation(dwDeltaTime); m_vecGroundNormal = Normalize(m_vecGroundNormal * 0.85f + m_vecGroundNormalSet * 0.15f); return true; } // Set absolute forward and up direction public virtual void SetDirAndUp(A3DVECTOR3 vDir, A3DVECTOR3 vUp) { //if (m_bUseGroundNormal) //{ // A3DVECTOR3 vecRight = Normalize(CrossProduct(g_vAxisY, vDir)); // A3DVECTOR3 vecNormal = m_vecGroundNormal - DotProduct(m_vecGroundNormal, vecRight) * vecRight; // A3DVECTOR3 vecNewDir = Normalize(CrossProduct(vecRight, vecNormal)); // A3DCoordinate::SetDirAndUp(vecNewDir, vecNormal); //} //else // A3DCoordinate::SetDirAndUp(vDir, vUp); // Stop orientation adjusting m_bAdjustOrient = false; } // Set destination orientation of model public void SetDestDirAndUp(A3DVECTOR3 vDir, A3DVECTOR3 vUp, float dwTime) { m_bAdjustOrient = true; m_dwOrientTime = dwTime; m_dwOrientTimeCnt = 0; //// Calculate start orientation //A3DMATRIX4 mat = a3d_TransformMatrix(GetDir(), GetUp(), g_vOrigin); //m_quOrientStart.ConvertFromMatrix(mat); //// Calculate end orientation //if (m_bUseGroundNormal) //{ // A3DVECTOR3 vecRight = Normalize(CrossProduct(g_vAxisY, vDir)); // A3DVECTOR3 vecNormal = m_vecGroundNormal - DotProduct(m_vecGroundNormal, vecRight) * vecRight; // A3DVECTOR3 vecNewDir = Normalize(CrossProduct(vecRight, vecNormal)); // mat = a3d_TransformMatrix(vecNewDir, vecNormal, g_vOrigin); //} //else //{ // mat = a3d_TransformMatrix(vDir, vUp, g_vOrigin); //} //m_quOrientEnd.ConvertFromMatrix(mat); } // Calculate distance between this object and specified position public float CalcDist(A3DVECTOR3 vPos, bool b3D) { A3DVECTOR3 vDelta = GetPos() - vPos; return b3D ? vDelta.Magnitude() : vDelta.MagnitudeH(); } private A3DVECTOR3 Normalize(A3DVECTOR3 v) { float mag = v.Magnitude(); if (mag < 1e-12 && mag > -1e-12) return new A3DVECTOR3(0.0f); else return v / mag; } public A3DVECTOR3 GetPos() { return new A3DVECTOR3(transform.position.x, transform.position.y, transform.position.z); } // Turn around object and face to specified object public virtual void TurnFaceTo(int idTarget, float dwTime = 200) { } // Set / Get visible flag public void SetVisible(bool bVisible) { m_bVisible = bVisible; } public bool GetVisible() { return m_bVisible; } // Get object class ID public int GetClassID() { return m_iCID; } public bool IsPlayer() { return m_iCID == Class_ID.OCID_HOSTPLAYER || m_iCID == Class_ID.OCID_ELSEPLAYER || m_iCID == Class_ID.OCID_LOGINPLAYER; } public bool IsHostPlayer() { return m_iCID == Class_ID.OCID_HOSTPLAYER; } public bool IsElsePlayer() { return m_iCID == Class_ID.OCID_ELSEPLAYER; } public bool IsLoginPlayer(){ return m_iCID == Class_ID.OCID_LOGINPLAYER; } public bool IsNPC() { return m_iCID == Class_ID.OCID_MONSTER || m_iCID == Class_ID.OCID_SERVER; } public bool IsMonsterNPC() { return m_iCID == Class_ID.OCID_MONSTER; } public bool IsServerNPC() { return m_iCID == Class_ID.OCID_SERVER; } public bool IsMatter() { return m_iCID == Class_ID.OCID_MATTER; } public bool IsSelectable() { return m_bSelectable; } // Set / Get object born stamp public uint GetBornStamp() { return m_dwBornStamp; } public void SetBornStamp(uint dwStamp) { m_dwBornStamp = dwStamp; } // Set / Get born in sight flag public bool GetBornInSight() { return m_bBornInSight; } public void SetBornInSight(bool bFlag) { m_bBornInSight = bFlag; } // Get object id public static int GetObjectID(CECObject pObject) { if (!pObject) return 0; if (pObject.IsPlayer()) return ((CECPlayer)pObject).GetCharacterID(); else if (pObject.IsNPC()) return ((CECNPC)pObject).GetNPCID(); //else if (pObject.IsMatter()) // return ((CECMatter*)pObject)->GetMatterID(); else return 0; } protected int m_iCID; // Class ID protected bool m_bAdjustOrient; // Is adjusting orientation //protected A3DQUATERNION m_quOrientStart; // Orientation start //protected A3DQUATERNION m_quOrientEnd; // Orientation end protected float m_dwOrientTime; // Orientation adjusting time counter protected uint m_dwOrientTimeCnt; // Orientation adjusting time counter protected bool m_bBornInSight; // Born in my sight protected uint m_dwBornStamp; // Born time stamp protected bool m_bVisible; // Render flag protected bool m_bUseGroundNormal; // flag indicates whether we use a ground normal as up protected A3DVECTOR3 m_vecGroundNormal; // current ground normal protected A3DVECTOR3 m_vecGroundNormalSet; // ground normal set protected bool m_bSelectable; // whether the object can be selected public A3DVECTOR3 GetGroundNormal(){ return m_vecGroundNormal; } public bool GetUseGroundNormal(){ return m_bUseGroundNormal; } public void SetUseGroundNormal(bool bFlag) { //if (m_bUseGroundNormal == bFlag) // return; //m_bUseGroundNormal = bFlag; //if (m_bUseGroundNormal) //{ // // now reset dir and up to make the object show correct pose // SetDirAndUp(GetDir(), GetUp()); //} //else //{ // // now reset dir and up to make the player show correct pose // A3DVECTOR3 vLeft = CrossProduct(GetDir(), g_vAxisY); // A3DVECTOR3 vDir = Normalize(CrossProduct(g_vAxisY, vLeft)); // SetDirAndUp(vDir, g_vAxisY); //} } public void SetGroundNormal(A3DVECTOR3 vecNormal) { m_vecGroundNormalSet = vecNormal; } protected void AdjustOrientation(float dwDeltaTime) { } }