using System.Collections.Generic; using System.Threading; using ETModel; using PF; using UnityEngine; namespace ETHotfix { public static class UnitPathComponentHelper { public static async ETTask MoveAsync(this UnitPathComponent self, List path) { if (path.Count == 0) { return; } // 第一个点是unit的当前位置,所以不用发送 for (int i = 1; i < path.Count; ++i) { // 每移动3个点发送下3个点给客户端 if (i % 3 == 1) { self.BroadcastPath(path, i, 3); } Vector3 v3 = path[i]; await self.Entity.GetComponent().MoveToAsync(v3, self.CancellationTokenSource.Token); } } public static async ETVoid MoveTo(this UnitPathComponent self, Vector3 target) { if ((self.Target - target).magnitude < 0.1f) { return; } self.Target = target; Unit unit = self.GetParent(); PathfindingComponent pathfindingComponent = Game.Scene.GetComponent(); self.ABPath = ComponentFactory.Create(unit.Position, new Vector3(target.x, target.y, target.z)); pathfindingComponent.Search(self.ABPath); Log.Debug($"find result: {self.ABPath.Result.ListToString()}"); self.CancellationTokenSource?.Cancel(); self.CancellationTokenSource = new CancellationTokenSource(); await self.MoveAsync(self.ABPath.Result); self.CancellationTokenSource.Dispose(); self.CancellationTokenSource = null; } // 从index找接下来3个点,广播 public static void BroadcastPath(this UnitPathComponent self, List path, int index, int offset) { Unit unit = self.GetParent(); Vector3 unitPos = unit.Position; M2C_PathfindingResult m2CPathfindingResult = new M2C_PathfindingResult(); m2CPathfindingResult.X = unitPos.x; m2CPathfindingResult.Y = unitPos.y; m2CPathfindingResult.Z = unitPos.z; m2CPathfindingResult.Id = unit.Id; for (int i = 0; i < offset; ++i) { if (index + i >= self.ABPath.Result.Count) { break; } Vector3 v = self.ABPath.Result[index + i]; m2CPathfindingResult.Xs.Add(v.x); m2CPathfindingResult.Ys.Add(v.y); m2CPathfindingResult.Zs.Add(v.z); } MessageHelper.Broadcast(m2CPathfindingResult); } } }