MoveComponentSystem.cs 8.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. [FriendClass(typeof(MoveComponent))]
  7. public static class MoveComponentSystem
  8. {
  9. [Callback(TimerType.MoveTimer)]
  10. public class MoveTimer: ATimer<MoveComponent>
  11. {
  12. protected override void Run(MoveComponent self)
  13. {
  14. try
  15. {
  16. self.MoveForward(false);
  17. }
  18. catch (Exception e)
  19. {
  20. Log.Error($"move timer error: {self.Id}\n{e}");
  21. }
  22. }
  23. }
  24. [ObjectSystem]
  25. public class MoveComponentDestroySystem: DestroySystem<MoveComponent>
  26. {
  27. public override void Destroy(MoveComponent self)
  28. {
  29. self.Clear();
  30. }
  31. }
  32. [ObjectSystem]
  33. public class MoveComponentAwakeSystem: AwakeSystem<MoveComponent>
  34. {
  35. public override void Awake(MoveComponent self)
  36. {
  37. self.StartTime = 0;
  38. self.StartPos = Vector3.zero;
  39. self.NeedTime = 0;
  40. self.MoveTimer = 0;
  41. self.Callback = null;
  42. self.Targets.Clear();
  43. self.Speed = 0;
  44. self.N = 0;
  45. self.TurnTime = 0;
  46. }
  47. }
  48. public static bool IsArrived(this MoveComponent self)
  49. {
  50. return self.Targets.Count == 0;
  51. }
  52. public static bool ChangeSpeed(this MoveComponent self, float speed)
  53. {
  54. if (self.IsArrived())
  55. {
  56. return false;
  57. }
  58. if (speed < 0.0001)
  59. {
  60. return false;
  61. }
  62. Unit unit = self.GetParent<Unit>();
  63. using (ListComponent<Vector3> path = ListComponent<Vector3>.Create())
  64. {
  65. self.MoveForward(true);
  66. path.Add(unit.Position); // 第一个是Unit的pos
  67. for (int i = self.N; i < self.Targets.Count; ++i)
  68. {
  69. path.Add(self.Targets[i]);
  70. }
  71. self.MoveToAsync(path, speed).Coroutine();
  72. }
  73. return true;
  74. }
  75. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 100, ETCancellationToken cancellationToken = null)
  76. {
  77. self.Stop();
  78. foreach (Vector3 v in target)
  79. {
  80. self.Targets.Add(v);
  81. }
  82. self.IsTurnHorizontal = true;
  83. self.TurnTime = turnTime;
  84. self.Speed = speed;
  85. ETTask<bool> tcs = ETTask<bool>.Create(true);
  86. self.Callback = (ret) => { tcs.SetResult(ret); };
  87. Game.EventSystem.Publish(self.GetParent<Unit>(), new EventType.MoveStart());
  88. self.StartMove();
  89. void CancelAction()
  90. {
  91. self.Stop();
  92. }
  93. bool moveRet;
  94. try
  95. {
  96. cancellationToken?.Add(CancelAction);
  97. moveRet = await tcs;
  98. }
  99. finally
  100. {
  101. cancellationToken?.Remove(CancelAction);
  102. }
  103. if (moveRet)
  104. {
  105. Game.EventSystem.Publish(self.GetParent<Unit>(), new EventType.MoveStop());
  106. }
  107. return moveRet;
  108. }
  109. public static void MoveForward(this MoveComponent self, bool needCancel)
  110. {
  111. Unit unit = self.GetParent<Unit>();
  112. long timeNow = TimeHelper.ClientNow();
  113. long moveTime = timeNow - self.StartTime;
  114. while (true)
  115. {
  116. if (moveTime <= 0)
  117. {
  118. return;
  119. }
  120. // 计算位置插值
  121. if (moveTime >= self.NeedTime)
  122. {
  123. unit.Position = self.NextTarget;
  124. if (self.TurnTime > 0)
  125. {
  126. unit.Rotation = self.To;
  127. }
  128. }
  129. else
  130. {
  131. // 计算位置插值
  132. float amount = moveTime * 1f / self.NeedTime;
  133. if (amount > 0)
  134. {
  135. Vector3 newPos = Vector3.Lerp(self.StartPos, self.NextTarget, amount);
  136. unit.Position = newPos;
  137. }
  138. // 计算方向插值
  139. if (self.TurnTime > 0)
  140. {
  141. amount = moveTime * 1f / self.TurnTime;
  142. Quaternion q = Quaternion.Slerp(self.From, self.To, amount);
  143. unit.Rotation = q;
  144. }
  145. }
  146. moveTime -= self.NeedTime;
  147. // 表示这个点还没走完,等下一帧再来
  148. if (moveTime < 0)
  149. {
  150. return;
  151. }
  152. // 到这里说明这个点已经走完
  153. // 如果是最后一个点
  154. if (self.N >= self.Targets.Count - 1)
  155. {
  156. unit.Position = self.NextTarget;
  157. unit.Rotation = self.To;
  158. Action<bool> callback = self.Callback;
  159. self.Callback = null;
  160. self.Clear();
  161. callback?.Invoke(!needCancel);
  162. return;
  163. }
  164. self.SetNextTarget();
  165. }
  166. }
  167. private static void StartMove(this MoveComponent self)
  168. {
  169. self.BeginTime = TimeHelper.ClientNow();
  170. self.StartTime = self.BeginTime;
  171. self.SetNextTarget();
  172. self.MoveTimer = TimerComponent.Instance.NewFrameTimer(TimerType.MoveTimer, self);
  173. }
  174. private static void SetNextTarget(this MoveComponent self)
  175. {
  176. Unit unit = self.GetParent<Unit>();
  177. ++self.N;
  178. // 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
  179. Vector3 v = self.GetFaceV();
  180. float distance = v.magnitude;
  181. // 插值的起始点要以unit的真实位置来算
  182. self.StartPos = unit.Position;
  183. self.StartTime += self.NeedTime;
  184. self.NeedTime = (long) (distance / self.Speed * 1000);
  185. if (self.TurnTime > 0)
  186. {
  187. // 要用unit的位置
  188. Vector3 faceV = self.GetFaceV();
  189. if (faceV.sqrMagnitude < 0.0001f)
  190. {
  191. return;
  192. }
  193. self.From = unit.Rotation;
  194. if (self.IsTurnHorizontal)
  195. {
  196. faceV.y = 0;
  197. }
  198. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  199. {
  200. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  201. }
  202. return;
  203. }
  204. if (self.TurnTime == 0) // turn time == 0 立即转向
  205. {
  206. Vector3 faceV = self.GetFaceV();
  207. if (self.IsTurnHorizontal)
  208. {
  209. faceV.y = 0;
  210. }
  211. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  212. {
  213. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  214. unit.Rotation = self.To;
  215. }
  216. }
  217. }
  218. private static Vector3 GetFaceV(this MoveComponent self)
  219. {
  220. return self.NextTarget - self.PreTarget;
  221. }
  222. public static bool FlashTo(this MoveComponent self, Vector3 target)
  223. {
  224. Unit unit = self.GetParent<Unit>();
  225. unit.Position = target;
  226. return true;
  227. }
  228. public static void Stop(this MoveComponent self)
  229. {
  230. if (self.Targets.Count > 0)
  231. {
  232. self.MoveForward(true);
  233. }
  234. self.Clear();
  235. }
  236. public static void Clear(this MoveComponent self)
  237. {
  238. self.StartTime = 0;
  239. self.StartPos = Vector3.zero;
  240. self.BeginTime = 0;
  241. self.NeedTime = 0;
  242. TimerComponent.Instance?.Remove(ref self.MoveTimer);
  243. self.Targets.Clear();
  244. self.Speed = 0;
  245. self.N = 0;
  246. self.TurnTime = 0;
  247. self.IsTurnHorizontal = false;
  248. if (self.Callback != null)
  249. {
  250. Action<bool> callback = self.Callback;
  251. self.Callback = null;
  252. callback.Invoke(false);
  253. }
  254. }
  255. }
  256. }