MoveComponentSystem.cs 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362
  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. [ObjectSystem]
  7. public class MoveComponentDestroySystem: DestroySystem<MoveComponent>
  8. {
  9. public override void Destroy(MoveComponent self)
  10. {
  11. self.Clear();
  12. }
  13. }
  14. [ObjectSystem]
  15. public class MoveComponentAwakeSystem: AwakeSystem<MoveComponent>
  16. {
  17. public override void Awake(MoveComponent self)
  18. {
  19. self.StartTime = 0;
  20. self.StartPos = Vector3.zero;
  21. self.NeedTime = 0;
  22. self.MoveTimer = 0;
  23. self.Callback = null;
  24. self.Targets.Clear();
  25. self.Speed = 0;
  26. self.N = 0;
  27. self.TurnTime = 0;
  28. }
  29. }
  30. public static class MoveComponentSystem
  31. {
  32. public static bool IsArrived(this MoveComponent self)
  33. {
  34. return self.Targets.Count == 0;
  35. }
  36. public static bool ChangeSpeed(this MoveComponent self, float speed)
  37. {
  38. if (self.IsArrived())
  39. {
  40. return false;
  41. }
  42. if (speed < 0.0001)
  43. {
  44. return false;
  45. }
  46. Unit unit = self.GetParent<Unit>();
  47. ListComponent<Vector3> path = null;
  48. try
  49. {
  50. path = ListComponent<Vector3>.Create();
  51. {
  52. self.MoveForward(true);
  53. path.List.Add(unit.Position); // 第一个是Unit的pos
  54. for (int i = self.N; i < self.Targets.Count; ++i)
  55. {
  56. path.List.Add(self.Targets[i]);
  57. }
  58. self.MoveToAsync(path.List, speed).Coroutine();
  59. }
  60. }
  61. finally
  62. {
  63. path?.Dispose();
  64. }
  65. return true;
  66. }
  67. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 100, ETCancellationToken cancellationToken = null)
  68. {
  69. self.Stop();
  70. foreach (Vector3 v in target)
  71. {
  72. self.Targets.Add(v);
  73. }
  74. self.IsTurnHorizontal = true;
  75. self.TurnTime = turnTime;
  76. self.Speed = speed;
  77. ETTask<bool> tcs = ETTask<bool>.Create(true);
  78. self.Callback = (ret) => { tcs.SetResult(ret); };
  79. Game.EventSystem.Publish(new EventType.MoveStart(){Unit = self.GetParent<Unit>()}).Coroutine();
  80. self.StartMove();
  81. void CancelAction()
  82. {
  83. self.Stop();
  84. }
  85. bool moveRet;
  86. try
  87. {
  88. cancellationToken?.Add(CancelAction);
  89. moveRet = await tcs;
  90. }
  91. finally
  92. {
  93. cancellationToken?.Remove(CancelAction);
  94. }
  95. if (moveRet)
  96. {
  97. Game.EventSystem.Publish(new EventType.MoveStop(){Unit = self.GetParent<Unit>()}).Coroutine();
  98. }
  99. return moveRet;
  100. }
  101. public static void MoveForward(this MoveComponent self, bool needCancel)
  102. {
  103. Unit unit = self.GetParent<Unit>();
  104. long timeNow = TimeHelper.ClientNow();
  105. long moveTime = timeNow - self.StartTime;
  106. while (true)
  107. {
  108. if (moveTime <= 0)
  109. {
  110. return;
  111. }
  112. // 计算位置插值
  113. if (moveTime >= self.NeedTime)
  114. {
  115. unit.Position = self.NextTarget;
  116. if (self.TurnTime > 0)
  117. {
  118. unit.Rotation = self.To;
  119. }
  120. }
  121. else
  122. {
  123. // 计算位置插值
  124. float amount = moveTime * 1f / self.NeedTime;
  125. if (amount > 0)
  126. {
  127. Vector3 newPos = Vector3.Lerp(self.StartPos, self.NextTarget, amount);
  128. unit.Position = newPos;
  129. }
  130. // 计算方向插值
  131. if (self.TurnTime > 0)
  132. {
  133. amount = moveTime * 1f / self.TurnTime;
  134. Quaternion q = Quaternion.Slerp(self.From, self.To, amount);
  135. unit.Rotation = q;
  136. }
  137. }
  138. moveTime -= self.NeedTime;
  139. // 表示这个点还没走完,等下一帧再来
  140. if (moveTime < 0)
  141. {
  142. return;
  143. }
  144. // 到这里说明这个点已经走完
  145. // 如果是最后一个点
  146. if (self.N >= self.Targets.Count - 1)
  147. {
  148. unit.Position = self.NextTarget;
  149. unit.Rotation = self.To;
  150. Action<bool> callback = self.Callback;
  151. self.Callback = null;
  152. self.Clear();
  153. callback?.Invoke(!needCancel);
  154. return;
  155. }
  156. self.SetNextTarget();
  157. }
  158. }
  159. private static void StartMove(this MoveComponent self)
  160. {
  161. Unit unit = self.GetParent<Unit>();
  162. self.BeginTime = TimeHelper.ClientNow();
  163. self.StartTime = self.BeginTime;
  164. self.SetNextTarget();
  165. self.MoveTimer = TimerComponent.Instance.NewFrameTimer(() =>
  166. {
  167. try
  168. {
  169. self.MoveForward(false);
  170. }
  171. catch (Exception e)
  172. {
  173. Log.Error($"move timer error: {unit.Id}\n{e}");
  174. }
  175. }
  176. );
  177. }
  178. private static void SetNextTarget(this MoveComponent self)
  179. {
  180. Unit unit = self.GetParent<Unit>();
  181. ++self.N;
  182. // 时间计算用服务端的位置, 但是移动要用客户端的位置来插值
  183. Vector3 v = self.GetFaceV();
  184. float distance = v.magnitude;
  185. // 插值的起始点要以unit的真实位置来算
  186. self.StartPos = unit.Position;
  187. self.StartTime += self.NeedTime;
  188. self.NeedTime = (long) (distance / self.Speed * 1000);
  189. if (self.TurnTime > 0)
  190. {
  191. // 要用unit的位置
  192. Vector3 faceV = self.GetFaceV();
  193. if (faceV.sqrMagnitude < 0.0001f)
  194. {
  195. return;
  196. }
  197. self.From = unit.Rotation;
  198. if (self.IsTurnHorizontal)
  199. {
  200. faceV.y = 0;
  201. }
  202. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  203. {
  204. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  205. }
  206. return;
  207. }
  208. if (self.TurnTime == 0) // turn time == 0 立即转向
  209. {
  210. Vector3 faceV = self.GetFaceV();
  211. if (self.IsTurnHorizontal)
  212. {
  213. faceV.y = 0;
  214. }
  215. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  216. {
  217. self.To = Quaternion.LookRotation(faceV, Vector3.up);
  218. unit.Rotation = self.To;
  219. }
  220. }
  221. }
  222. private static Vector3 GetFaceV(this MoveComponent self)
  223. {
  224. return self.NextTarget - self.PreTarget;
  225. }
  226. public static bool FlashTo(this MoveComponent self, Vector3 target)
  227. {
  228. Unit unit = self.GetParent<Unit>();
  229. unit.Position = target;
  230. return true;
  231. }
  232. public static bool MoveTo(this MoveComponent self, Vector3 target, float speed, int turnTime = 0, bool isTurnHorizontal = false)
  233. {
  234. if (speed < 0.001)
  235. {
  236. Log.Error($"speed is 0 {self.GetParent<Unit>().Config.Id} {self.GetParent<Unit>().Id} {speed}");
  237. return false;
  238. }
  239. self.Stop();
  240. self.IsTurnHorizontal = isTurnHorizontal;
  241. self.TurnTime = turnTime;
  242. self.Targets.Add(self.GetParent<Unit>().Position);
  243. self.Targets.Add(target);
  244. self.Speed = speed;
  245. self.StartMove();
  246. return true;
  247. }
  248. public static bool MoveTo(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 0)
  249. {
  250. if (target.Count == 0)
  251. {
  252. return true;
  253. }
  254. if (Math.Abs(speed) < 0.001)
  255. {
  256. Log.Error($"speed is 0 {self.GetParent<Unit>().Config.Id} {self.GetParent<Unit>().Id}");
  257. return false;
  258. }
  259. self.Stop();
  260. foreach (Vector3 v in target)
  261. {
  262. self.Targets.Add(v);
  263. }
  264. self.IsTurnHorizontal = true;
  265. self.TurnTime = turnTime;
  266. self.Speed = speed;
  267. self.StartMove();
  268. return true;
  269. }
  270. public static void Stop(this MoveComponent self)
  271. {
  272. if (self.Targets.Count > 0)
  273. {
  274. self.MoveForward(true);
  275. }
  276. self.Clear();
  277. }
  278. public static void Clear(this MoveComponent self)
  279. {
  280. self.StartTime = 0;
  281. self.StartPos = Vector3.zero;
  282. self.BeginTime = 0;
  283. self.NeedTime = 0;
  284. TimerComponent.Instance.Remove(ref self.MoveTimer);
  285. self.Targets.Clear();
  286. self.Speed = 0;
  287. self.N = 0;
  288. self.TurnTime = 0;
  289. self.IsTurnHorizontal = false;
  290. if (self.Callback != null)
  291. {
  292. Action<bool> callback = self.Callback;
  293. self.Callback = null;
  294. callback.Invoke(false);
  295. }
  296. }
  297. }
  298. }