using System; using System.Threading; using UnityEngine; namespace ETModel { public class MoveComponent: Component { public Vector3 Target; // 开启移动协程的时间 public long StartTime; // 开启移动协程的Unit的位置 public Vector3 StartPos; public long needTime; // 当前的移动速度 public float Speed = 5; // 开启协程移动,每100毫秒移动一次,并且协程取消的时候会计算玩家真实移动 // 比方说玩家移动了2500毫秒,玩家有新的目标,这时旧的移动协程结束,将计算250毫秒移动的位置,而不是300毫秒移动的位置 public async ETTask StartMove(CancellationToken cancellationToken) { Unit unit = this.GetParent(); this.StartPos = unit.Position; this.StartTime = TimeHelper.Now(); float distance = (this.Target - this.StartPos).magnitude; if (Math.Abs(distance) < 0.1f) { return; } this.needTime = (long)(distance / this.Speed * 1000); TimerComponent timerComponent = Game.Scene.GetComponent(); // 协程如果取消,将算出玩家的真实位置,赋值给玩家 cancellationToken.Register(() => { long timeNow = TimeHelper.Now(); if (timeNow - this.StartTime >= this.needTime) { unit.Position = this.Target; } else { float amount = (timeNow - this.StartTime) * 1f / this.needTime; unit.Position = Vector3.Lerp(this.StartPos, this.Target, amount); } }); while (true) { await timerComponent.WaitAsync(50, cancellationToken); long timeNow = TimeHelper.Now(); if (timeNow - this.StartTime >= this.needTime) { unit.Position = this.Target; break; } float amount = (timeNow - this.StartTime) * 1f / this.needTime; unit.Position = Vector3.Lerp(this.StartPos, this.Target, amount); } } public async ETTask MoveToAsync(Vector3 target, CancellationToken cancellationToken) { // 新目标点离旧目标点太近,不设置新的 if ((target - this.Target).sqrMagnitude < 0.01f) { return; } // 距离当前位置太近 if ((this.GetParent().Position - target).sqrMagnitude < 0.01f) { return; } this.Target = target; // 开启协程移动 await StartMove(cancellationToken); } } }