CombatHeroMoveState.cs 3.9 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 HeroPlayStateInfoBasic _transitionAsset;
  11. public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
  12. {
  13. }
  14. protected override void ProEnter()
  15. {
  16. combatHeroEntity.CombatAIBasic.NavMeshAgent.Warp(combatHeroEntity.dotPos);
  17. lasetTaregtPoint = new Vector3(999999, 99999, 99999);
  18. _transitionAsset = combatHeroEntity.combatHeroAnimtion.Play("run");
  19. combatHeroEntity.CombatAIBasic.NavMeshAgent.updateRotation = false;
  20. if ( combatHeroEntity.CombatAIBasic.NavMeshAgent.isOnNavMesh == false)
  21. {
  22. Debug.LogError("对象错误");
  23. }
  24. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
  25. // combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType =
  26. // ObstacleAvoidanceType.HighQualityObstacleAvoidance;
  27. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 40;
  28. }
  29. protected override void ProExit()
  30. {
  31. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
  32. combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity = Vector3.zero;
  33. combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;
  34. // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 0;
  35. }
  36. protected void SetNewPath(Vector3 taregtPos)
  37. {
  38. lastMovePoint = combatHeroEntity.dotPos;
  39. lasetTaregtPoint = taregtPos;
  40. combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = false;
  41. // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 8;
  42. combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(taregtPos);
  43. }
  44. protected override void ProUpdate(float t)
  45. {
  46. if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
  47. {
  48. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  49. return;
  50. }
  51. Vector3 targetPos = combatHeroEntity.CombatAIBasic.currFocusTarget.dotPos;
  52. Vector3 myPos = combatHeroEntity.dotPos;
  53. float dis = combatHeroEntity.CurrCombatHeroInfo.maxDisTo;
  54. if (combatHeroEntity.CombatAIBasic.currFocusTarget is BannerHero)
  55. {
  56. dis = 1;
  57. }
  58. if (Vector3.SqrMagnitude(targetPos - myPos) >
  59. dis)
  60. {
  61. if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
  62. {
  63. SetNewPath(targetPos);
  64. }
  65. }
  66. else
  67. {
  68. combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
  69. return;
  70. }
  71. if (_transitionAsset != null)
  72. {
  73. float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
  74. float v2 = v / (combatHeroEntity.IsEnemy?9:36);
  75. _transitionAsset.SetSpeed(Mathf.Clamp(v2, 0.2f, 1.5f));
  76. }
  77. if ( combatHeroEntity.CombatAIBasic.NavMeshAgent.isOnNavMesh&&!combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped)
  78. {
  79. Vector3 nextPos = myPos;
  80. Vector3 p = nextPos - lastMovePoint;
  81. lastMovePoint = myPos;
  82. if (p.sqrMagnitude > 0.00001)
  83. {
  84. combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
  85. combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
  86. }
  87. }
  88. }
  89. }
  90. }