MoveComponentSystem.cs 8.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. [Timer(TimerType.MoveTimer)]
  7. public class MoveTimer: ATimer<MoveComponent>
  8. {
  9. public override void Run(MoveComponent self)
  10. {
  11. try
  12. {
  13. self.MoveForward(false);
  14. }
  15. catch (Exception e)
  16. {
  17. Log.Error($"move timer error: {self.Id}\n{e}");
  18. }
  19. }
  20. }
  21. [ObjectSystem]
  22. public class MoveComponentDestroySystem: DestroySystem<MoveComponent>
  23. {
  24. public override void Destroy(MoveComponent self)
  25. {
  26. self.Clear();
  27. }
  28. }
  29. [ObjectSystem]
  30. public class MoveComponentAwakeSystem: AwakeSystem<MoveComponent>
  31. {
  32. public override void Awake(MoveComponent self)
  33. {
  34. self.StartTime = 0;
  35. self.StartPos = Vector3.zero;
  36. self.NeedTime = 0;
  37. self.MoveTimer = 0;
  38. self.Callback = null;
  39. self.Targets.Clear();
  40. self.Speed = 0;
  41. self.N = 0;
  42. self.TurnTime = 0;
  43. }
  44. }
  45. public static class MoveComponentSystem
  46. {
  47. public static bool IsArrived(this MoveComponent self)
  48. {
  49. return self.Targets.Count == 0;
  50. }
  51. public static bool ChangeSpeed(this MoveComponent self, float speed)
  52. {
  53. if (self.IsArrived())
  54. {
  55. return false;
  56. }
  57. if (speed < 0.0001)
  58. {
  59. return false;
  60. }
  61. Unit unit = self.GetParent<Unit>();
  62. using (ListComponent<Vector3> path = ListComponent<Vector3>.Create())
  63. {
  64. self.MoveForward(true);
  65. path.Add(unit.Position); // 第一个是Unit的pos
  66. for (int i = self.N; i < self.Targets.Count; ++i)
  67. {
  68. path.Add(self.Targets[i]);
  69. }
  70. self.MoveToAsync(path, speed).Coroutine();
  71. }
  72. return true;
  73. }
  74. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<Vector3> target, float speed, int turnTime = 100, ETCancellationToken cancellationToken = null)
  75. {
  76. self.Stop();
  77. foreach (Vector3 v in target)
  78. {
  79. self.Targets.Add(v);
  80. }
  81. self.IsTurnHorizontal = true;
  82. self.TurnTime = turnTime;
  83. self.Speed = speed;
  84. ETTask<bool> tcs = ETTask<bool>.Create(true);
  85. self.Callback = (ret) => { tcs.SetResult(ret); };
  86. Game.EventSystem.Publish(new EventType.MoveStart(){Unit = self.GetParent<Unit>()});
  87. self.StartMove();
  88. void CancelAction()
  89. {
  90. self.Stop();
  91. }
  92. bool moveRet;
  93. try
  94. {
  95. cancellationToken?.Add(CancelAction);
  96. moveRet = await tcs;
  97. }
  98. finally
  99. {
  100. cancellationToken?.Remove(CancelAction);
  101. }
  102. if (moveRet)
  103. {
  104. Game.EventSystem.Publish(new EventType.MoveStop(){Unit = self.GetParent<Unit>()});
  105. }
  106. return moveRet;
  107. }
  108. public static void MoveForward(this MoveComponent self, bool needCancel)
  109. {
  110. Unit unit = self.GetParent<Unit>();
  111. long timeNow = TimeHelper.ClientNow();
  112. long moveTime = timeNow - self.StartTime;
  113. while (true)
  114. {
  115. if (moveTime <= 0)
  116. {
  117. return;
  118. }
  119. // 计算位置插值
  120. if (moveTime >= self.NeedTime)
  121. {
  122. unit.Position = self.NextTarget;
  123. if (self.TurnTime > 0)
  124. {
  125. unit.Rotation = self.To;
  126. }
  127. }
  128. else
  129. {
  130. // 计算位置插值
  131. float amount = moveTime * 1f / self.NeedTime;
  132. if (amount > 0)
  133. {
  134. Vector3 newPos = Vector3.Lerp(self.StartPos, self.NextTarget, amount);
  135. unit.Position = newPos;
  136. }
  137. // 计算方向插值
  138. if (self.TurnTime > 0)
  139. {
  140. amount = moveTime * 1f / self.TurnTime;
  141. Quaternion q = Quaternion.Slerp(self.From, self.To, amount);
  142. unit.Rotation = q;
  143. }
  144. }
  145. moveTime -= self.NeedTime;
  146. // 表示这个点还没走完,等下一帧再来
  147. if (moveTime < 0)
  148. {
  149. return;
  150. }
  151. // 到这里说明这个点已经走完
  152. // 如果是最后一个点
  153. if (self.N >= self.Targets.Count - 1)
  154. {
  155. unit.Position = self.NextTarget;
  156. unit.Rotation = self.To;
  157. Action<bool> callback = self.Callback;
  158. self.Callback = null;
  159. self.Clear();
  160. callback?.Invoke(!needCancel);
  161. return;
  162. }
  163. self.SetNextTarget();
  164. }
  165. }
  166. private static void StartMove(this MoveComponent self)
  167. {
  168. Unit unit = self.GetParent<Unit>();
  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. }