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- using System;
- using System.Threading;
- using UnityEngine;
- namespace ET
- {
- public class MoveComponent: Entity
- {
- 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(ETCancellationToken cancellationToken)
- {
- Unit unit = this.GetParent<Unit>();
- this.StartPos = unit.Position;
- this.StartTime = TimeHelper.ClientNow();
- 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<TimerComponent>();
-
- // 协程如果取消,将算出玩家的真实位置,赋值给玩家
- cancellationToken.Add(() =>
- {
- long timeNow = TimeHelper.ClientNow();
- 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.ClientNow();
-
- 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, ETCancellationToken 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<Unit>().Position - target).sqrMagnitude < 0.01f)
- {
- return;
- }
-
- this.Target = target;
-
- // 开启协程移动
- await StartMove(cancellationToken);
- }
- }
- }
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