Files
test/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs
T

160 lines
5.2 KiB
C#

using CSNetwork.GPDataType;
using UnityEngine;
public class CECHPWorkMove : CECHPWork
{
public static class Types
{
public const int DEST_2D = 0,
DEST_3D = 1,
DEST_DIR = 2,
DEST_PUSH = 3,
DEST_STANDJUMP = 4,
DEST_AUTOPF = 5; // Movement type
}
protected A3DVECTOR3 m_vMoveDest; // Move destination position or direction
protected int m_iDestType; // Destination type
protected bool m_bHaveDest; // true, have destination
protected bool m_bMeetSlide; // true, meet slide
protected A3DVECTOR3 m_vCurDir; // Current move direction
protected bool m_bReadyCancel; // true, ready to cancel
protected bool m_bGliding; // glide
protected float m_fGlideTime;
protected float m_fGlideSpan;
protected float m_fGlideAng;
protected float m_fGlideVel; // glide angular vel
protected float m_fGlidePitch; // glide pitch angle
protected float m_fCurPitch;
protected float m_fPushPitch;
protected float m_fPushLean;
protected bool m_bUseAutoMoveDialog; // Auto move
protected float m_fAutoHeight; // Height of auto moving destination
protected bool m_bAutoLand; // Auto land when arrive at destination
protected bool m_bAutoFly; // Auto fly
protected bool m_bReachedHeight;// Player reached specified height
protected bool m_bAutoFlyPending; // Mark whether a fly command had been executed
protected int m_iNPCTempleId;
protected int m_iTaskId;
protected bool m_bSwitchTo2D;
protected bool m_bResetAutoPF;
public CECHPWorkMove(CECHPWorkMan pWorkMan) : base (Host_work_ID.WORK_MOVETOPOS, pWorkMan)
{
m_dwMask = Work_mask.MASK_MOVETOPOS;
m_dwTransMask = Work_mask.MASK_STAND | Work_mask.MASK_TRACEOBJECT | Work_mask.MASK_FOLLOW;
Reset();
}
public CECHPWorkMove(int iWorkID, CECHPWorkMan pWorkMan) : base(iWorkID, pWorkMan)
{
}
// Set destination position or direction
public void SetDestination(int iDestType, A3DVECTOR3 vMoveDest)
{
m_iDestType = iDestType;
m_vMoveDest = vMoveDest;
m_bHaveDest = true;
m_bGliding = false;
//m_pHost->SetAdjustOrient(false); // 2014-9-10 徐文彬:在 CECHPWorkMove 创建的时候都会调用此函数,会导致其它时机通过 SetDestDirAndUp 调用对人物的朝向调整失效。
// 重现方法为:月仙“望月咏”技能释放后、马上按住'A'或'D'等移动键并摁住不放,将导致人物施法方向偏离目标而朝向移动方向(需多次尝试)
//清空任务信息
m_iTaskId = 0;
m_iNPCTempleId = 0;
ResetUseAutoPF();
if (iDestType == Types.DEST_DIR)
{
m_vCurDir = vMoveDest;
if (m_bUseAutoMoveDialog)
{
m_bUseAutoMoveDialog = false;
m_bAutoLand = false;
m_fAutoHeight = -1.0f;
m_bAutoFly = false;
m_bReachedHeight = true;
m_bAutoFlyPending = false;
}
}
else if (iDestType == Types.DEST_2D || iDestType == Types.DEST_3D)
{
m_vCurDir = vMoveDest - new A3DVECTOR3(m_pHost.transform.position.x, m_pHost.transform.position.y, m_pHost.transform.position.z);
m_vCurDir.y = 0.0f;
m_vCurDir.Normalize();
}
else if (IsAutoPF())
{
m_vCurDir = CECIntelligentRoute::Instance().GetCurDest() - m_pHost->GetPos();
m_vCurDir.y = 0.0f;
m_vCurDir.Normalize();
if (m_bUseAutoMoveDialog)
{
// 此处禁用 m_bUseAutoMoveDialog,见 SetUseAutoMoveDialog 中说明
m_bUseAutoMoveDialog = false;
m_bAutoLand = false;
m_fAutoHeight = -1.0f;
m_bAutoFly = false;
m_bReachedHeight = true;
m_bAutoFlyPending = false;
}
}
if (m_pHost.m_pMoveTargetGFX)
{
if (iDestType != DEST_PUSH)
m_pHost.m_pMoveTargetGFX.Stop();
}
}
void ResetUseAutoPF()
{
m_bResetAutoPF = true;
}
// Tick routine
virtual bool Tick(uint dwDeltaTime)
{
}
// Reset work
virtual void Reset();
// Work is cancel
virtual void Cancel();
// This work is do player moving ?
virtual bool IsMoving() { return true; }
// Copy work data
virtual bool CopyData(CECHPWork* pWork);
// Play move target effect
void PlayMoveTargetGFX(const A3DVECTOR3& vPos, const A3DVECTOR3& vNormal);
// User press cancel button
void PressCancel() { m_bReadyCancel = true; }
void SetUseAutoMoveDialog(bool bUseAutoMoveDialog);
bool GetUseAutoMoveDialog() { return m_bUseAutoMoveDialog; }
bool GetAutoMove();
void SetAutoLand(bool bAutoLand) { m_bAutoLand = bAutoLand; }
bool GetAutoLand() { return m_bAutoLand; }
void SetAutoHeight(float fHeight) { m_fAutoHeight = fHeight; m_bAutoFly = true; m_bReachedHeight = false; }
float GetAutoHeight() { return m_fAutoHeight; }
bool IsAutoFly() const { return m_bAutoFly;}
bool IsAutoPF()const{ return m_iDestType == DEST_AUTOPF; }
// Finish work
void Finish();
void SetTaskNPCInfo(int tid, int taskid);
void SwitchToDest2D();
}