FighterStateRun.cs 7.1 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. public struct FighterStateRunParam
  5. {
  6. public Fighter chaseTarget;
  7. public Vector3 runDest;
  8. public float stopDist;
  9. public FighterStateRunParam (Fighter target, Vector3 dest, float stopDist)
  10. {
  11. chaseTarget = target;
  12. runDest = dest;
  13. this.stopDist = stopDist;
  14. }
  15. }
  16. public class FighterStateRun : FighterState
  17. {
  18. public static FighterState Creator (Fighter fighter)
  19. {
  20. return new FighterStateRun (fighter);
  21. }
  22. public FighterStateRun (Fighter fighter)
  23. : base (fighter, FighterStateType.Run)
  24. {
  25. mAnimName = FighterAnimatorHash.StateRun;
  26. }
  27. FighterStateRunParam mParam;
  28. Vector3 mMoveDestPos = Vector3.zero;
  29. FixVector3 mLastDestPos;
  30. bool bChaseTarget = false;
  31. Fighter mChaseFighter = null;
  32. float mStopDist = 0;
  33. Fix64 mMoveSpeedPerFrame = Fix64.Zero;
  34. Fix64 mMoveToOverFrame = Fix64.Zero;
  35. int nFrame = 0;
  36. public override void OnEnter (FighterStateType fromState, object param)
  37. {
  38. base.OnEnter(fromState, param);
  39. mParam = (FighterStateRunParam)param;
  40. if(mFighter.Ctrl!=null)
  41. {
  42. MoveTo(mParam.runDest, mParam.chaseTarget != null, mParam.chaseTarget,mParam.stopDist);
  43. #region DebugLog
  44. /*
  45. if (mFighter.Id == 4)
  46. {
  47. string info = string.Format("Frame = {0},From pos ={1}, Move pos={2},mMoveSpeedPerFrame={3}",
  48. mFighter.Battle.FrameCount.ToString(),
  49. mFighter.Position.ToString(),
  50. mMoveDestPos.ToString(),
  51. mMoveSpeedPerFrame.ToString());
  52. Debug.Log("Start MoveTo-------" + info);
  53. }
  54. */
  55. #endregion
  56. }
  57. else
  58. {
  59. mFighter.SyncPosition(mParam.runDest);
  60. }
  61. }
  62. public override void Update (float deltaTime)
  63. {
  64. //进入播放会有播放动画失败情况 此处保护
  65. if (!CheckAnimState())
  66. PlayAnimState();
  67. UpdateCurrentPos();
  68. }
  69. private void UpdateCurrentPos()
  70. {
  71. CheckDestPos();
  72. FixVector3 Pos = new FixVector3(mLastDestPos);
  73. FixVector3 MovePos = new FixVector3(mMoveDestPos);
  74. FixVector3 Forward = MovePos - Pos;
  75. Forward.Normalize();
  76. FixVector3 EndPos = Pos + Forward * mMoveSpeedPerFrame;
  77. FixVector3 EndForward = (MovePos - EndPos);
  78. EndForward.Normalize();
  79. Fix64 fDot = FixVector3.Dot(Forward, EndForward);
  80. if (fDot <= Fix64.Zero)
  81. {
  82. EndPos = MovePos;
  83. mFighter.Ctrl.EndMoveTo();
  84. mChaseFighter = null;
  85. mFighter.SyncPosition(MovePos.ToVector3());
  86. mFighter.StateData.ChangeState(mFighter.StateData.GetIdleNext());
  87. return;
  88. }
  89. #region DebugLog
  90. //if (mFighter.Id == 10003)
  91. //{
  92. // string info = string.Format("Frame = {0},From pos ={1}, Move pos={2},mMoveSpeedPerFrame={3}",
  93. // mFighter.Battle.FrameCount.ToString(),
  94. // Pos.ToString(),
  95. // EndPos.ToString(),
  96. // mMoveSpeedPerFrame.ToString());
  97. // Debug.Log("UpdateCurrentPos111 MoveTo-------" + info);
  98. //}
  99. #endregion
  100. mLastDestPos = EndPos;
  101. mFighter.Ctrl.MoveTo(EndPos);//表现帧 差值一帧
  102. if (Pos == EndPos)
  103. {
  104. mChaseFighter = null;
  105. mFighter.SyncPosition(MovePos.ToVector3());
  106. mFighter.StateData.ChangeState(mFighter.StateData.GetIdleNext());
  107. }
  108. }
  109. private void MoveTo(Vector3 destPos, bool chaseTarget, Fighter chaseFighter, float stopDist)
  110. {
  111. bChaseTarget = chaseTarget;
  112. mMoveDestPos = destPos;
  113. mLastDestPos = new FixVector3(mFighter.Position);
  114. mChaseFighter = chaseFighter;
  115. mStopDist = stopDist;
  116. mMoveSpeedPerFrame = (Fix64)mFighter.MoveSpeed / (Fix64)Constants.frame_to_time;
  117. CheckDestPos();
  118. mFighter.LookAt(mMoveDestPos);
  119. }
  120. private void CheckDestPos()
  121. {
  122. FixVector3 dest = new FixVector3(mMoveDestPos);
  123. if (bChaseTarget)
  124. {
  125. if (mChaseFighter == null || !mChaseFighter.IsAlive)
  126. {
  127. mChaseFighter = null;
  128. mFighter.StateData.ChangeState(mFighter.StateData.GetIdleNext());
  129. return;
  130. }
  131. FixVector3 tPos = new FixVector3(mChaseFighter.Position);
  132. FixVector3 selfPos = new FixVector3(mFighter.Position);
  133. tPos.y = (Fix64)mFighter.CurrentBattleField.FloorY;
  134. selfPos.y = (Fix64)mFighter.CurrentBattleField.FloorY;
  135. FixVector3 dir = (tPos - selfPos);
  136. dir.Normalize();
  137. Fix64 dist = FixVector3.Distance(tPos, selfPos);
  138. dist = dist - (Fix64)mStopDist;
  139. dist = dist < Fix64.Zero ? Fix64.Zero : dist;
  140. dest = selfPos + dist * dir;
  141. #region DebugLog
  142. //if (mFighter.Id == 10003)
  143. //{
  144. // string info = string.Format("Frame = {0},mFighter pos ={1}, mChaseFighter pos={2},dir = {3},mStopDist = {4},dist = {5},dest = {6}",
  145. // mFighter.Battle.FrameCount.ToString(),
  146. // selfPos.ToString(),
  147. // tPos.ToString(),
  148. // dir.ToString(),
  149. // ((Fix64)mStopDist).ToString(),
  150. // dist.ToString(),
  151. // dest.ToString());
  152. // Debug.Log("CheckDestPos MoveTo-------" + info);
  153. //}
  154. #endregion
  155. }
  156. dest.y = (Fix64)mFighter.CurrentBattleField.FloorY;
  157. mMoveDestPos = dest.ToVector3();
  158. }
  159. public override void OnLeave()
  160. {
  161. mFighter.SyncPosition(mMoveDestPos);
  162. mFighter.Ctrl.HideRunSmoke();
  163. mFighter.SpeedRatio = 1;
  164. base.OnLeave();
  165. }
  166. public override void OnDataChanged ()
  167. {
  168. if (!mStateData.IsAlive)
  169. mStateData.ChangeState(FighterStateType.Die);
  170. else if (mStateData.IsVertigo)
  171. mStateData.ChangeState(FighterStateType.Vertigo);
  172. else if (mStateData.IsSleep)
  173. mStateData.ChangeState(FighterStateType.Sleep);
  174. else if (mStateData.IsStark)
  175. mStateData.ChangeState(FighterStateType.Stark);
  176. else
  177. mStateData.ChangeState(mStateData.GetIdleNext());
  178. }
  179. public override FighterStateType GetTriggerNextState (FighterStateTriggerType triggerType, int checkVal = 0)
  180. {
  181. switch (triggerType)
  182. {
  183. case FighterStateTriggerType.BeHit:
  184. if (checkVal > 0)
  185. return FighterStateType.BeHit;
  186. else
  187. return FighterStateType.None;
  188. case FighterStateTriggerType.Attack:
  189. if(mFighter.CurrentBattleField.IsPlayingRecorder)
  190. {
  191. return FighterStateType.Attack;
  192. }
  193. else
  194. {
  195. return FighterStateType.None;
  196. }
  197. default:
  198. return FighterStateType.None;
  199. }
  200. }
  201. }