MoveComponentSystem.cs 8.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Unity.Mathematics;
  4. namespace ET
  5. {
  6. [EntitySystemOf(typeof(MoveComponent))]
  7. public static partial class MoveComponentSystem
  8. {
  9. [Invoke(TimerInvokeType.MoveTimer)]
  10. public class MoveTimer: ATimer<MoveComponent>
  11. {
  12. protected override void Run(MoveComponent self)
  13. {
  14. try
  15. {
  16. self.MoveForward(true);
  17. }
  18. catch (Exception e)
  19. {
  20. Log.Error($"move timer error: {self.Id}\n{e}");
  21. }
  22. }
  23. }
  24. [EntitySystem]
  25. private static void Destroy(this MoveComponent self)
  26. {
  27. self.MoveFinish(false);
  28. }
  29. [EntitySystem]
  30. private static void Awake(this MoveComponent self)
  31. {
  32. self.StartTime = 0;
  33. self.StartPos = float3.zero;
  34. self.NeedTime = 0;
  35. self.MoveTimer = 0;
  36. self.tcs = null;
  37. self.Targets.Clear();
  38. self.Speed = 0;
  39. self.N = 0;
  40. self.TurnTime = 0;
  41. }
  42. public static bool IsArrived(this MoveComponent self)
  43. {
  44. return self.Targets.Count == 0;
  45. }
  46. public static bool ChangeSpeed(this MoveComponent self, float speed)
  47. {
  48. if (self.IsArrived())
  49. {
  50. return false;
  51. }
  52. if (speed < 0.0001)
  53. {
  54. return false;
  55. }
  56. Unit unit = self.GetParent<Unit>();
  57. using ListComponent<float3> path = ListComponent<float3>.Create();
  58. self.MoveForward(false);
  59. path.Add(unit.Position); // 第一个是Unit的pos
  60. for (int i = self.N; i < self.Targets.Count; ++i)
  61. {
  62. path.Add(self.Targets[i]);
  63. }
  64. self.MoveToAsync(path, speed).Coroutine();
  65. return true;
  66. }
  67. // 该方法不需要用cancelToken的方式取消,因为即使不传入cancelToken,多次调用该方法也要取消之前的移动协程,上层可以stop取消
  68. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<float3> target, float speed, int turnTime = 100)
  69. {
  70. self.Stop(false);
  71. foreach (float3 v in target)
  72. {
  73. self.Targets.Add(v);
  74. }
  75. self.IsTurnHorizontal = true;
  76. self.TurnTime = turnTime;
  77. self.Speed = speed;
  78. self.tcs = ETTask<bool>.Create(true);
  79. EventSystem.Instance.Publish(self.Scene(), new MoveStart() {Unit = self.GetParent<Unit>()});
  80. self.StartMove();
  81. bool moveRet = await self.tcs;
  82. if (moveRet)
  83. {
  84. EventSystem.Instance.Publish(self.Scene(), new MoveStop() {Unit = self.GetParent<Unit>()});
  85. }
  86. return moveRet;
  87. }
  88. // ret: 停止的时候,移动协程的返回值
  89. private static void MoveForward(this MoveComponent self, bool ret)
  90. {
  91. Unit unit = self.GetParent<Unit>();
  92. long timeNow = TimeInfo.Instance.ClientNow();
  93. long moveTime = timeNow - self.StartTime;
  94. while (true)
  95. {
  96. if (moveTime <= 0)
  97. {
  98. return;
  99. }
  100. // 计算位置插值
  101. if (moveTime >= self.NeedTime)
  102. {
  103. unit.Position = self.NextTarget;
  104. if (self.TurnTime > 0)
  105. {
  106. unit.Rotation = self.To;
  107. }
  108. }
  109. else
  110. {
  111. // 计算位置插值
  112. float amount = moveTime * 1f / self.NeedTime;
  113. if (amount > 0)
  114. {
  115. float3 newPos = math.lerp(self.StartPos, self.NextTarget, amount);
  116. unit.Position = newPos;
  117. }
  118. // 计算方向插值
  119. if (self.TurnTime > 0)
  120. {
  121. amount = moveTime * 1f / self.TurnTime;
  122. if (amount > 1)
  123. {
  124. amount = 1f;
  125. }
  126. quaternion q = math.slerp(self.From, self.To, amount);
  127. unit.Rotation = q;
  128. }
  129. }
  130. moveTime -= self.NeedTime;
  131. // 表示这个点还没走完,等下一帧再来
  132. if (moveTime < 0)
  133. {
  134. return;
  135. }
  136. // 到这里说明这个点已经走完
  137. // 如果是最后一个点
  138. if (self.N >= self.Targets.Count - 1)
  139. {
  140. unit.Position = self.NextTarget;
  141. unit.Rotation = self.To;
  142. self.MoveFinish(ret);
  143. return;
  144. }
  145. self.SetNextTarget();
  146. }
  147. }
  148. private static void StartMove(this MoveComponent self)
  149. {
  150. self.BeginTime = TimeInfo.Instance.ClientNow();
  151. self.StartTime = self.BeginTime;
  152. self.SetNextTarget();
  153. self.MoveTimer = self.Root().GetComponent<TimerComponent>().NewFrameTimer(TimerInvokeType.MoveTimer, self);
  154. }
  155. private static void SetNextTarget(this MoveComponent self)
  156. {
  157. Unit unit = self.GetParent<Unit>();
  158. ++self.N;
  159. // 时间计算用服务端的位置, 但是移动要用客户端的位置来插值
  160. float3 v = self.GetFaceV();
  161. float distance = math.length(v);
  162. // 插值的起始点要以unit的真实位置来算
  163. self.StartPos = unit.Position;
  164. self.StartTime += self.NeedTime;
  165. self.NeedTime = (long) (distance / self.Speed * 1000);
  166. if (self.TurnTime > 0)
  167. {
  168. // 要用unit的位置
  169. float3 faceV = self.GetFaceV();
  170. if (math.lengthsq(faceV) < 0.0001f)
  171. {
  172. return;
  173. }
  174. self.From = unit.Rotation;
  175. if (self.IsTurnHorizontal)
  176. {
  177. faceV.y = 0;
  178. }
  179. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  180. {
  181. self.To = quaternion.LookRotation(faceV, math.up());
  182. }
  183. return;
  184. }
  185. if (self.TurnTime == 0) // turn time == 0 立即转向
  186. {
  187. float3 faceV = self.GetFaceV();
  188. if (self.IsTurnHorizontal)
  189. {
  190. faceV.y = 0;
  191. }
  192. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  193. {
  194. self.To = quaternion.LookRotation(faceV, math.up());
  195. unit.Rotation = self.To;
  196. }
  197. }
  198. }
  199. private static float3 GetFaceV(this MoveComponent self)
  200. {
  201. return self.NextTarget - self.PreTarget;
  202. }
  203. public static bool FlashTo(this MoveComponent self, float3 target)
  204. {
  205. Unit unit = self.GetParent<Unit>();
  206. unit.Position = target;
  207. return true;
  208. }
  209. // ret: 停止的时候,移动协程的返回值
  210. public static void Stop(this MoveComponent self, bool ret)
  211. {
  212. if (self.Targets.Count > 0)
  213. {
  214. self.MoveForward(ret);
  215. }
  216. self.MoveFinish(ret);
  217. }
  218. private static void MoveFinish(this MoveComponent self, bool ret)
  219. {
  220. if (self.StartTime == 0)
  221. {
  222. return;
  223. }
  224. self.StartTime = 0;
  225. self.StartPos = float3.zero;
  226. self.BeginTime = 0;
  227. self.NeedTime = 0;
  228. self.Targets.Clear();
  229. self.Speed = 0;
  230. self.N = 0;
  231. self.TurnTime = 0;
  232. self.IsTurnHorizontal = false;
  233. self.Root().GetComponent<TimerComponent>()?.Remove(ref self.MoveTimer);
  234. if (self.tcs != null)
  235. {
  236. var tcs = self.tcs;
  237. self.tcs = null;
  238. tcs.SetResult(ret);
  239. }
  240. }
  241. }
  242. }