Files
test/Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMove.cs
T
2025-10-28 19:20:41 +07:00

395 lines
14 KiB
C#

using CSNetwork.GPDataType;
using UnityEngine;
namespace BrewMonster.Scripts
{
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())
{
// TO DO: fix later
//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;
//}
}
// TO DO: fix later
//if (m_pHost.m_pMoveTargetGFX)
//{
// if (iDestType != DEST_PUSH)
// m_pHost.m_pMoveTargetGFX.Stop();
//}
}
void ResetUseAutoPF()
{
m_bResetAutoPF = true;
}
// Tick routine
public virtual bool Tick(float dwDeltaTime)
{
//UpdateResetUseAutoPF();
//if (m_bSwitchTo2D)
//{
// SwitchToDest2D();
// m_bSwitchTo2D = false;
// return true;
//}
//if (IsAutoPF())
//{
// if (CECIntelligentRoute::Instance().IsIdle())
// {
// // 智能寻路模式未成功时,等待下个 Tick 切换到 DEST_2D 模式
// return true;
// }
// if (m_pHost.IsFlying())
// {
// // 中途切换到飞行模式时,切换到 DEST_2D 模式
// CECIntelligentRoute::Instance().ResetSearch();
// m_bSwitchTo2D = true;
// return true;
// }
//}
//base.Tick(dwDeltaTime);
//if (m_pHost.IsRooting())
// return true;
//if (m_bUseAutoMoveDialog)
//{
// if (m_pHost.IsFlying())
// {
// m_bAutoFly = false;
// m_bAutoFlyPending = false;
// }
// if (m_bAutoFly && !m_bAutoFlyPending && !m_pHost.IsFlying())
// {
// if (m_pHost.CmdFly())
// {
// m_bAutoFly = false;
// m_bAutoFlyPending = true;
// }
// }
//}
//else
//{
// // Make sure 'Win_AutoPlay' dialog doesn't show up
// CECGameUIMan pGameUI = g_pGame.GetGameRun().GetUIManager().GetInGameUIMan();
// pGameUI.AutoMoveShowDialog(false);
//}
////寻路过程中找到NPC对象转为WorkTrace状态
//if ((m_vMoveDest - m_pHost.GetPos()).MagnitudeH() <= 5.0f)
//{
// if (m_iNPCTempleId)
// {
// CECNPC pNPC = g_pGame.GetGameRun().GetWorld().GetNPCMan().FindNPCByTempleID(m_iNPCTempleId);
// if (pNPC && m_pHost.SelectTarget(pNPC.GetNPCID()))
// {
// CECHPWorkTrace pWork = m_pWorkMan.CreateNPCTraceWork(pNPC, m_iTaskId);
// if (pWork)
// {
// m_bAutoLand = false; //防止飞行状态寻路结束,转到worktrace之前自动着陆,进入workfall。
// Finish();
// m_pWorkMan.SetPostTickCommand(new CECHPWorkPostTickRunWorkCommand(pWork, true));
// return true;
// }
// }
// }
//}
//float fDeltaTime = dwDeltaTime;
//if (m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_GROUND ||
// m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_WATER && m_pHost.IsJumping() && (m_pHost.m_CDRInfo.vAbsVelocity.y > 0 || m_pHost.m_CDRInfo.fYVel > 0))
//{
// // Play appropriate actions
// if (!m_pHost.IsJumping() && !m_pHost.IsPlayingAction(CECPlayer::ACT_TRICK_RUN) &&
// m_pHost.m_iMoveMode != CECPlayer::MOVE_SLIDE && !m_bMeetSlide)
// {
// int iAction = m_pHost.GetMoveStandAction(true);
// m_pHost.PlayAction(iAction, false);
// }
// Tick_Walk(fDeltaTime);
//}
//else // (m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_AIR || m_pHost.m_iMoveEnv == CECPlayer::MOVEENV_WATER)
//{
// m_pHost.ResetJump();
// // Play appropriate actions
// if (!m_bGliding)
// {
// int iAction = m_pHost.GetMoveStandAction(true);
// m_pHost.PlayAction(iAction, false);
// }
// Tick_FlySwim(fDeltaTime);
//}
return true;
}
// Reset work
public virtual void Reset()
{
}
// Work is cancel
public virtual void Cancel()
{
}
// This work is do player moving ?
public virtual bool IsMoving() { return true; }
// Copy work data
public virtual bool CopyData(CECHPWork pWork)
{
return true;
}
// Play move target effect
public void PlayMoveTargetGFX(A3DVECTOR3 vPos, A3DVECTOR3 vNormal)
{
}
// User press cancel button
public void PressCancel() { m_bReadyCancel = true; }
public void SetUseAutoMoveDialog(bool bUseAutoMoveDialog)
{
}
public bool GetUseAutoMoveDialog() { return m_bUseAutoMoveDialog; }
public bool GetAutoMove()
{
return true;
}
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() { return m_bAutoFly; }
bool IsAutoPF() { return m_iDestType == Types.DEST_AUTOPF; }
// Finish work
public void Finish()
{
m_bFinished = true;
Cancel();
// Close 'Win_AutoPlay' dialog if it exists
//CECGameUIMan* pGameUI = g_pGame.GetGameRun().GetUIManager().GetInGameUIMan();
//pGameUI.AutoMoveShowDialog(false);
if (m_bUseAutoMoveDialog)
{
if (m_bAutoLand)
{
m_bAutoLand = false;
//if (g_pGame.GetGameRun().GetHostPlayer().IsFlying())
// g_pGame.GetGameRun().GetHostPlayer().CmdFly(false);
}
m_bUseAutoMoveDialog = false;
m_fAutoHeight = -1.0f;
m_bAutoFly = false;
m_bReachedHeight = true;
}
//清空任务追踪数据
m_iNPCTempleId = 0;
m_iTaskId = 0;
}
void SetTaskNPCInfo(int tid, int taskid)
{
}
void SwitchToDest2D()
{
//int tid, taskid;
//tid = m_iNPCTempleId;
//taskid = m_iTaskId;
//CECGameUIMan* pGameUI = g_pGame.GetGameRun().GetUIManager().GetInGameUIMan();
//pGameUI.SetAutoMoveShowDialogTarget((int)m_vMoveDest.x, (int)m_vMoveDest.z);
//SetDestination(CECHPWorkMove::DEST_2D, m_vMoveDest);
//SetTaskNPCInfo(tid, taskid);
//SetUseAutoMoveDialog(true);
}
// On first tick
protected virtual void OnFirstTick()
{
}
// Tick routine of walking on ground
protected bool Tick_Walk(float fDeltaTime)
{
return true;
}
// Tick routine of flying or swimming
protected bool Tick_FlySwim(float fDeltaTime)
{
return true;
}
// Start gliding
protected void Glide(float fMoveTime, A3DVECTOR3 vMoveDirH, float fDeltaTime, bool bFly)
{
}
// Calculate vertical speed when fly or swim
protected float CalcFlySwimVertSpeed(float fSpeed1, float fPushDir, float fPushAccel, float fDeltaTime)
{
return 0;
}
protected void ClearResetUseAutoPF()
{
}
protected void UpdateResetUseAutoPF()
{
// if (!m_bResetAutoPF)
// {
// return;
// }
// CECIntelligentRoute::Instance().SetUsage(CECIntelligentRoute::enumUsageWorkMove);
// CECIntelligentRoute::Instance().ResetSearch();
// if (m_iDestType == DEST_2D || m_iDestType == DEST_3D)
// {
//# ifdef SHOW_AUTOMOVE_FOOTPRINTS
// g_AutoPFFollowPoints.clear();
// g_AutoPFPathPoints.clear();
//#endif
// }
// else if (IsAutoPF())
// {
// bool bSwitchTo2D(true);
// while (true)
// {
// if (m_pHost.IsFlying())
// {
// break;
// }
// CECHostBrushTest brushTester(m_pHost.GetPos(), m_pHost.m_CDRInfo.vExtent, m_pHost.m_CDRInfo.fStepHeight);
// if (CECIntelligentRoute::Instance().Search(m_pHost.GetPos(), m_vMoveDest, &brushTester) != CECIntelligentRoute::enumSearchSuccess)
// {
// break;
// }
// bSwitchTo2D = false;
// break;
// }
// if (bSwitchTo2D)
// {
// m_bSwitchTo2D = true;
// }
// }
// ClearResetUseAutoPF();
}
}
}