Files
2026-04-13 14:44:16 +07:00

361 lines
12 KiB
C#

using System.Collections;
using System.Threading.Tasks;
using BrewMonster;
using BrewMonster.Managers;
using BrewMonster.Scripts;
using CSNetwork.GPDataType;
using CSNetwork.Protocols;
using PerfectWorld.Scripts;
using UnityEngine;
///////////////////////////////////////////////////////////////////////////
//
// Class CECObject
//
///////////////////////////////////////////////////////////////////////////
public partial class CECObject : MonoBehaviour
{
protected static int ALPHA_HASH = Shader.PropertyToID("_Alpha");
protected Quaternion targetRotation;
protected Quaternion startRotation; // Store starting rotation for Slerp
protected Vector3 g_vAxisY = Vector3.up;
protected Transform _objectTransform;
protected Vector3 objectPosition;
public Vector3 ObjectPosition { get => objectPosition; }
// 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, // ¸´ÖƽÇɫģÐÍ
OCID_HOST_NAVIGATER = 11, // ´¿¿Í»§¶ËplayerÀà,ÓÃÓÚÇ¿ÖÆÒÆ¶¯
OCID_NPCCLONED_MASTER = 12; // NPC ¸´ÖƵĽÇɫģÐÍ
}
// 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 virtual bool Tick(uint 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(Vector3 vDir, Vector3 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
if (vDir != Vector3.zero)
{
Quaternion lookRot = Quaternion.LookRotation(vDir, vUp);
transform.rotation = lookRot;
}
m_bAdjustOrient = false;
}
// Set destination orientation of model
public virtual void SetDirAndUp(A3DVECTOR3 vDir, A3DVECTOR3 vUp){
SetDirAndUp(EC_Utility.ToVector3(vDir), EC_Utility.ToVector3(vUp));
}
public void SetDestDirAndUp(A3DVECTOR3 vDir, Vector3 vUp, float dwTime)
{
m_bAdjustOrient = true;
m_dwOrientTime = dwTime;
m_dwOrientTimeCnt = 0;
startRotation = transform.rotation; // Store current rotation as start
targetRotation = Quaternion.LookRotation(EC_Utility.ToVector3(vDir), Vector3.up);
}
// 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;
}
/// <summary>
/// Get the position of the object. <br/>
/// Consider NOT use the transform position if you get the data from outside of the MainThread.
/// </summary>
/// <param name="useTransform">If true, use the transform position, otherwise use the object position for slighly better performance.</param>
/// <returns></returns>
public A3DVECTOR3 GetPos(bool useTransform = true)
{
return EC_Utility.ToA3DVECTOR3(useTransform ? _objectTransform.position : objectPosition);
}
public Vector3 GetPosVector3(bool useTransform = true)
{
return useTransform ? _objectTransform.position : objectPosition;
}
// Turn around object and face to specified object
public virtual void TurnFaceTo(int idTarget, float timeturn)
{
// Face to target
Vector3 vTarget = new Vector3();
CECObject pObject = EC_ManMessageMono.Instance.GetObject(idTarget, 0);
if (!pObject)
return;
if (GPDataTypeHelper.ISNPCID(idTarget))
{
CECNPC pNPC = (CECNPC)pObject;
vTarget = pNPC.transform.position;
}
else if (GPDataTypeHelper.ISPLAYERID(idTarget))
{
CECPlayer pPlayer = (CECPlayer)pObject;
vTarget = pPlayer.transform.position;
}
/* else
{
CECMatter* pMatter = g_pGame->GetGameRun()->GetWorld()->GetMatterMan()->GetMatter(idTarget);
if (pMatter && pMatter->IsMonsterSpiritMine()) vTarget = pMatter->GetPos();
else return;
}*/
// Every some time we check whether player still face to
// it's attack target.
Vector3 vDir = vTarget - transform.position;
vDir.y = 0.0f;
if (vDir.sqrMagnitude < 1e-6f)
{
vDir = transform.forward;
}
else
{
vDir.Normalize();
}
SetDestDirAndUp(EC_Utility.ToA3DVECTOR3(vDir), g_vAxisY, timeturn);
}
protected virtual void Update()
{
if (_objectTransform == null)
{
_objectTransform = transform;
}
objectPosition = _objectTransform.position;
if (m_bAdjustOrient)
AdjustOrientation(Time.deltaTime);
}
// 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 float 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;
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);
//}
if(m_bUseGroundNormal)
{
SetDirAndUp(transform.forward, transform.up);
}
else
{
Vector3 vLeft = Vector3.Cross(transform.forward, g_vAxisY);
Vector3 vDir = Vector3.Cross(g_vAxisY, vLeft);
SetDirAndUp(vDir, g_vAxisY);
}
}
public void SetGroundNormal(A3DVECTOR3 vecNormal)
{
m_vecGroundNormalSet = vecNormal;
}
protected void AdjustOrientation(float dwDeltaTime)
{
m_dwOrientTimeCnt += dwDeltaTime;
// Adjust model's orientation
if (m_dwOrientTimeCnt >= m_dwOrientTime)
{
// Set final rotation to target (not Vector3.forward)
transform.rotation = targetRotation;
m_bAdjustOrient = false;
}
else
{
// Interpolate from START to TARGET rotation based on time progress
float f = m_dwOrientTimeCnt / m_dwOrientTime;
transform.rotation = Quaternion.Slerp(startRotation, targetRotation, f);
m_bAdjustOrient = true;
}
}
protected void FadeOut()
{
StartCoroutine(FadeOutCoroutine());
}
private IEnumerator FadeOutCoroutine()
{
var collider = GetComponent<Collider>();
if (collider != null)
{
collider.enabled = false;
}
var skinnedMeshRenderer = GetComponentInChildren<SkinnedMeshRenderer>();
if (skinnedMeshRenderer == null) yield break;
var material = skinnedMeshRenderer.sharedMaterial;
var newMaterial = new Material(material);
skinnedMeshRenderer.sharedMaterial = newMaterial;
// use for to fade out alpha
for (float alpha = 1f; alpha >= 0f; alpha -= 0.01f)
{
newMaterial.SetFloat(ALPHA_HASH, alpha);
yield return null;
}
}
}