CombatHeroMoveState.cs 3.4 KB

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  1. using Animancer;
  2. using UnityEngine;
  3. using UnityEngine.AI;
  4. namespace GameLogic.Combat.Hero.State
  5. {
  6. public class CombatHeroMoveState : CombatHeroStateBasic
  7. {
  8. protected Vector3 lasetTaregtPoint;
  9. protected Vector3 lastMovePoint;
  10. protected AnimancerState _transitionAsset;
  11. public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  12. {
  13. }
  14. protected override void ProEnter()
  15. {
  16. lasetTaregtPoint = new Vector3(999999, 99999, 99999);
  17. _transitionAsset = combatHeroEntity.combatHeroAnimtion.Play("run");
  18. combatHeroEntity.CombatAIBasic.NavMeshAgent.updateRotation = false;
  19. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
  20. combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType =
  21. ObstacleAvoidanceType.HighQualityObstacleAvoidance;
  22. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 40;
  23. }
  24. protected override void ProExit()
  25. {
  26. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
  27. combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity = Vector3.zero;
  28. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;
  29. // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 0;
  30. }
  31. protected void SetNewPath(Vector3 taregtPos)
  32. {
  33. lastMovePoint = combatHeroEntity.dotPos;
  34. lasetTaregtPoint = taregtPos;
  35. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = false;
  36. // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 8;
  37. combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(taregtPos);
  38. }
  39. protected override void ProUpdate(float t)
  40. {
  41. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  42. {
  43. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  44. return;
  45. }
  46. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  47. Vector3 myPos = combatHeroEntity.dotPos;
  48. if (Vector3.SqrMagnitude(targetPos - myPos) >
  49. combatHeroEntity.CurrCombatHeroInfo.maxDisTo)
  50. {
  51. if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
  52. {
  53. SetNewPath(targetPos);
  54. }
  55. }
  56. else
  57. {
  58. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  59. return;
  60. }
  61. if (_transitionAsset != null)
  62. {
  63. float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
  64. float v2 = v / 36;
  65. _transitionAsset.Speed = Mathf.Clamp(v2, 0.2f, 1.5f);
  66. }
  67. if (!combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped)
  68. {
  69. Vector3 nextPos = myPos;
  70. Vector3 p = nextPos - lastMovePoint;
  71. lastMovePoint = myPos;
  72. if (p.sqrMagnitude > 0.00001)
  73. {
  74. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  75. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  76. }
  77. }
  78. }
  79. }
  80. }