MoveComponentSystem.cs 10 KB

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