368 lines
11 KiB
C#
368 lines
11 KiB
C#
using BrewMonster.Network;
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using CSNetwork;
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using CSNetwork.C2SCommand;
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using CSNetwork.GPDataType;
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using CSNetwork.Protocols;
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using System;
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using System.Collections.Generic;
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using System.Runtime.ConstrainedExecution;
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using System.Security.Cryptography;
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using System.Text;
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using UnityEngine;
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public class CECHostMove
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{
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ushort m_wMoveStamp;
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float m_fMoveTime;
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CECHostPlayer m_pHost;
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bool m_bStop;
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const float MOVECMD_INTERVAL = .5f;
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Vector3 m_vLastSevPos;
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STOPMOVE m_DelayedStop;
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ulong cmdstopdelayCounter = 500;
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ulong cmdmovedelayCounter = 500;
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ulong m_dwLastTime;
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Vector3 m_vLastPos;
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float m_fAverSpeedH;
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int m_iBlockedCnt; // Move blocked counter
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bool m_bSlideLock; // Locked when slide
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float m_fBlockTime; // Block time counter
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float m_fBlockMove; // Block move counter
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A3DVECTOR3 m_vBlockMove;
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bool m_bLocalMove; // true, Moving info isn't sent to server
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public CECHostMove(CECHostPlayer pHost)
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{
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m_wMoveStamp = 0;
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m_fMoveTime = 0.0f;
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m_pHost = pHost;
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m_bStop = false;
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}
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public void Tick(ulong dwDeltaTime)
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{
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cmdstopdelayCounter += dwDeltaTime;
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cmdmovedelayCounter += dwDeltaTime;
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if (cmdstopdelayCounter >= 500 && m_DelayedStop.bValid)
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{
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var m = m_DelayedStop;
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// a_GetTime() . Environment.TickCount (ms)
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ulong dwCurrent = (ulong)Mathf.RoundToInt(Time.time * 1000);
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// iTime: thời gian tích lũy (ms) + delta từ timestamp đến hiện tại
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int iTime = (int)((m.fTime * 1000f)
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+ ((dwCurrent > m.dwTimeStamp) ? (dwCurrent - m.dwTimeStamp) : 0));
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// tính tốc độ trung bình (giây = iTime * 0.001f)
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float fSpeed = l_CalcAverageSpeed(m_vLastSevPos, m.vPos, iTime * 0.001f, m.fSpeed);
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int iMoveMode = m.iMoveMode;
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// make a potential check with tuojigua
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iMoveMode |= (int)GPMoveMode.GP_MOVE_DEAD;
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UnityGameSession.Instance.c2s_SendCmdStopMove(
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m.vPos, fSpeed, iMoveMode, m.byDir, m_wMoveStamp++, iTime
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);
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// Record this position
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m_vLastSevPos = m.vPos;
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Reset();
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}
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m_dwLastTime = Math.Max(m_dwLastTime, 1);
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Vector3 vOffset = m_pHost.transform.position - m_vLastPos;
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m_fAverSpeedH = EC_Utility.MagnitudeH(vOffset) * 1000.0f / m_dwLastTime;
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m_vLastPos = m_pHost.transform.position;
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m_dwLastTime = dwDeltaTime;
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}
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public void SendStopMoveCmd()
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{
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int iMoveMode = (int)GPMoveMode.GP_MOVE_RUN;
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float fSpeed = 0f;
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switch (m_pHost.GetMoveEnv())
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{
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case EC_Player.Move_environment.MOVEENV_AIR:
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iMoveMode |= (int)GPMoveMode.GP_MOVE_AIR;
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fSpeed = m_pHost.GetFlySpeed();
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break;
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//case EC_Player.Move_environment.MOVEENV_WATER:
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// iMoveMode |= (int)GPMoveMode.GP_MOVE_WATER;
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// fSpeed = m_pHost.GetSwimSpeedSev();
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// break;
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default:
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fSpeed = m_pHost.GetGroundSpeed();
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break;
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}
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SendStopMoveCmd(EC_Utility.ToVector3(m_pHost.GetPos()), fSpeed, iMoveMode);
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}
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public void SendStopMoveCmd(in Vector3 vPos, float fSpeed, int iMoveMode)
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{
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Debug.LogWarning("HoangDev : SendStopMoveCmd");
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iMoveMode |= (int)GPMoveMode.GP_MOVE_DEAD;
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if (cmdstopdelayCounter == 500)
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{
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Vector3 vDir = m_pHost.transform.forward;
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byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z);
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fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vPos, m_fMoveTime, fSpeed);
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int iTime = (int)(m_fMoveTime * 1000);
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UnityGameSession.Instance.c2s_SendCmdStopMove(vPos, fSpeed, iMoveMode, byDir, m_wMoveStamp++, iTime);
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m_vLastSevPos = vPos;
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Reset();
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}
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else
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{
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Vector3 vDir = m_pHost.transform.forward;
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byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z);
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if (!m_DelayedStop.bValid)
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{
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m_DelayedStop.dwTimeStamp = (ulong)Mathf.RoundToInt(Time.time * 1000);
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m_DelayedStop.fTime = m_fMoveTime;
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}
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m_DelayedStop.bValid = true;
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m_DelayedStop.byDir = byDir;
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m_DelayedStop.vPos = vPos;
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m_DelayedStop.iMoveMode = iMoveMode;
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m_DelayedStop.fSpeed = fSpeed;
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}
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m_fMoveTime = 0.0f;
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}
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public void SendMoveCmd(in Vector3 vCurPos, in Vector3 vVel, int iMoveMode, bool bForceSend = false)
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{
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Vector3 vMoveDir = vVel;
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float fSpeed = vMoveDir.magnitude;
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SendMoveCmd(vCurPos, fSpeed, iMoveMode, bForceSend);
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}
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public void SendMoveCmd(A3DVECTOR3 vCurPos, int iDestType, A3DVECTOR3 vDest, A3DVECTOR3 vVel, int iMoveMode, bool bForceSend = false)
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{
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A3DVECTOR3 vMoveDir = vVel;
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float fSpeed = vMoveDir.Normalize();
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SendMoveCmd(vCurPos, iDestType, vDest, vMoveDir, fSpeed, iMoveMode, bForceSend);
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}
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void SendMoveCmd(A3DVECTOR3 vCurPos, int iDestType, A3DVECTOR3 vDest,
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A3DVECTOR3 vMoveDir, float fSpeed, int iMoveMode, bool bForceSend)
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{
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Vector3 pos = new Vector3(vCurPos.x, vCurPos.y, vCurPos.z);
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SendMoveCmd(pos, fSpeed, iMoveMode, bForceSend);
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}
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void SendMoveCmd(in Vector3 vCurPos,
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float fSpeed, int iMoveMode, bool bForceSend)
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{
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if (m_bStop)
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{
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// m_CmdTimeCnt.Reset();
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cmdmovedelayCounter = (ulong)(m_fMoveTime * 1000);
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m_bStop = false;
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}
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if (!bForceSend && cmdmovedelayCounter < 500)
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return;
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int iTime = (int)(m_fMoveTime * 1000);
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if (iTime < 200)
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{
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if (iTime == 0 || !bForceSend)
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{
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// if time is too little, wait again
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cmdmovedelayCounter = (ulong)(iTime);
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return;
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}
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}
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cmdmovedelayCounter = 0;
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m_DelayedStop.bValid = false;
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fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vCurPos, m_fMoveTime, fSpeed);
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m_fMoveTime = 0.0f;
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iMoveMode |= (int)GPMoveMode.GP_MOVE_DEAD;
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UnityGameSession.Instance.c2s_CmdPlayerMove(vCurPos, vCurPos, iTime/* MOVECMD_INTERVAL */, fSpeed, iMoveMode, m_wMoveStamp++);
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m_vLastSevPos = vCurPos;
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}
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float l_CalcAverageSpeed(in Vector3 p1, in Vector3 p2, float fTime, float fDefSpeed)
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{
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if (Mathf.Approximately(fTime, 0f))
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return fDefSpeed;
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Vector3 d = p2 - p1;
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float fSpeed = d.magnitude / fTime;
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if (fTime < 0.05f || fSpeed > 50.0f)
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{
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// tương đương ASSERT(0) trong C++, ở đây có thể Debug.LogWarning
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Debug.LogWarning("CalcAverageSpeed: invalid input, fallback to default speed.");
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return fDefSpeed;
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}
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return fSpeed;
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}
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private void Reset()
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{
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cmdstopdelayCounter = 0;
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m_bStop = true;
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m_DelayedStop.bValid = false;
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}
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public void GroundMove(float ftime)
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{
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m_fMoveTime += ftime;
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}
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struct STOPMOVE
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{
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public bool bValid; // Valid flag
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public Vector3 vPos;
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public float fSpeed;
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public int iMoveMode;
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public byte byDir;
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public ulong dwTimeStamp;
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public float fTime;
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};
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// Check whether host meet a slope
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// vMoveDirH: normalized horizontal moving direction
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// fMaxSpeed (out): maximum vertical speed
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public bool MeetSlope(A3DVECTOR3 vMoveDirH, float fMaxSpeedV)
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{
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A3DVECTOR3 vTangent = m_pHost.m_GndInfo.vGndNormal;
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float d = vTangent.MagnitudeH();
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float tan = d / (float)Math.Abs(vTangent.y);
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float max = m_pHost.GetGroundSpeed() * tan * 0.96f;
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// Prevent max is too small, tan60 = 1.732
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EC_Utility.a_ClampFloor(max, m_pHost.GetGroundSpeed() * 1.732f);
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fMaxSpeedV = EC_Utility.a_Min(max, 19.5f);
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// fMaxSpeedV = 100.0f;
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vTangent.y = 0.0f;
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vTangent.Normalize();
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if (A3DVECTOR3.DotProduct(vMoveDirH, vTangent) <= -0.85f)
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return true;
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return false;
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}
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public A3DVECTOR3 GroundMove(A3DVECTOR3 vDirH, float fSpeedH, float fTime, float fSpeedV = 0f, float fGravity = 9.8f)
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{
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A3DVECTOR3 vRealDirH = vDirH;
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if (Math.Abs(vRealDirH.y) > 0.0001)
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{
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vRealDirH.y = 0.0f;
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vRealDirH.Normalize();
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}
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// OnGroundMove only accept positive speed value
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if (fSpeedH < 0.0f)
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{
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vRealDirH = -vDirH;
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fSpeedH = -fSpeedH;
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}
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//int idInst = g_pGame.GetGameRun().GetWorld().GetInstanceID();
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//CECInstance pInstance = g_pGame.GetGameRun().GetInstance(idInst);
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//if (pInstance.GetLimitJump())
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fGravity *= 4.0f;
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CDR_INFO cdr = m_pHost.m_CDRInfo;
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var pos = m_pHost.m_aabbServer.Center;
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cdr.vCenter = new Vector3(pos.x, pos.y, pos.z);
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cdr.vXOZVelDir = new Vector3(vRealDirH.x, vRealDirH.y, vRealDirH.z);
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cdr.fSpeed = fSpeedH;
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cdr.t = fTime;
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cdr.fGravityAccel = fGravity;
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cdr.fYVel += fSpeedV;
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EC_CDR.OnGroundMove(ref cdr);
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//if (g_pGame.GetGameRun().GetWorld().GetAssureMove())
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// g_pGame.GetGameRun().GetWorld().GetAssureMove().AssureMove(m_pHost.m_aabbServer.Center, cdr.vCenter);
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if (cdr.vTPNormal != Vector3.zero)
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m_pHost.SetGroundNormal(new A3DVECTOR3(cdr.vTPNormal.x, cdr.vTPNormal.y, cdr.vTPNormal.z));
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else
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m_pHost.SetGroundNormal(GPDataTypeHelper.g_vAxisY);
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A3DVECTOR3 vNewPos = new A3DVECTOR3(cdr.vCenter.x, cdr.vCenter.y, cdr.vCenter.z) - GPDataTypeHelper.g_vAxisY * m_pHost.m_aabbServer.Extents.y;
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m_iBlockedCnt = 0;
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m_fBlockMove += (vNewPos - m_pHost.GetPos()).Magnitude();
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m_vBlockMove += vNewPos - m_pHost.GetPos();
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if ((m_fBlockTime += fTime) >= 1.0f)
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{
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if (m_fBlockMove < GPDataTypeHelper.MIN_MOVELEN_ON_GROUND || m_vBlockMove.Magnitude() < GPDataTypeHelper.MIN_MOVELEN_FOR_DETECT_VIBRATION)
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{
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m_iBlockedCnt = 5;
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}
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m_fBlockTime = 0.0f;
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m_fBlockMove = 0.0f;
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m_vBlockMove.Clear();
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}
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m_fMoveTime += fTime;
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return vNewPos;
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}
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public int MoveBlocked() { return m_iBlockedCnt; }
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public void SetSlideLock(bool bLock) { m_bSlideLock = bLock; }
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}
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public struct CDR_INFO
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{
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//the aabb
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public Vector3 vCenter;
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//@note : the caller should make sure ext(.x, .y, .z) > 0. By Kuiwu[22/9/2005]
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public Vector3 vExtent;
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public float fStepHeight;
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// Velocity Info
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public Vector3 vXOZVelDir;
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public float fYVel;
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public float fSpeed;
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// time span ( sec )
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public float t;
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// Gravity acceleration
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public float fGravityAccel;
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// the Climb Slope Thresh
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public float fSlopeThresh;
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// Tangent plane Info
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public Vector3 vTPNormal;
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// Absolute Velocity: output for forcast!
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public Vector3 vAbsVelocity;
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//the moving dist
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public float fMoveDist;
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};
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