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- using Animancer;
- using GameLogic.Combat.CombatTool;
- using UnityEngine;
- using UnityEngine.AI;
- namespace GameLogic.Combat.Hero.State
- {
- public class CombatHeroFollowMoveState : CombatHeroStateBasic
- {
- protected Vector3 lasetTaregtPoint;
- protected Vector3 lastMovePoint;
- protected HeroPlayStateInfoBasic _transitionAsset;
- public float defMoveSpeed;
- public CombatHeroFollowMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity)
- {
- }
- public override bool IsUpdateLockTarget()
- {
- return false;
- }
- protected override void ProEnter()
- {
- lasetTaregtPoint = new Vector3(999999, 99999, 99999);
- _transitionAsset = combatHeroEntity.combatHeroAnimtion.Play("run");
- combatHeroEntity.CombatAIBasic.NavMeshAgent.updateRotation = false;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.obstacleAvoidanceType =
- ObstacleAvoidanceType.HighQualityObstacleAvoidance;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 20;
- defMoveSpeed = combatHeroEntity.CombatAIBasic.NavMeshAgent.speed;
- }
- protected override void ProExit()
- {
- combatHeroEntity.CombatAIBasic.NavMeshAgent.speed = defMoveSpeed;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = true;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity = Vector3.zero;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.avoidancePriority = 50;
- // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 0;
- }
- protected void SetNewPath(Vector3 taregtPos)
- {
- lastMovePoint = combatHeroEntity.dotPos;
- lasetTaregtPoint = taregtPos;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped = false;
- // combatHeroEntity.CombatAIBasic.NavMeshAgent.acceleration = 8;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(taregtPos);
- }
- protected override void ProUpdate(float t)
- {
- // if (combatHeroEntity.CombatAIBasic.currFocusTarget == null)
- // {
- // combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.idle);
- // return;
- // }
- Vector3 targetPos = CombatController.currActiveCombat.CombatHeroController.GetFollowPos(combatHeroEntity);
- Vector3 myPos = combatHeroEntity.dotPos;
- float bl = Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) / 1f;
- combatHeroEntity.CombatAIBasic.NavMeshAgent.speed = bl * 2.5f + defMoveSpeed;
- if (Vector3.SqrMagnitude(lasetTaregtPoint - targetPos) > 1)
- {
- SetNewPath(targetPos);
- }
- else
- {
- if (Vector3.SqrMagnitude(myPos - targetPos) < 0.1f)
- {
- combatHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.followIdle);
- return;
- }
- }
- if (_transitionAsset != null)
- {
- float v = combatHeroEntity.CombatAIBasic.NavMeshAgent.velocity.sqrMagnitude;
- float v2 = v / 36;
- _transitionAsset.SetSpeed(Mathf.Clamp(v2, 0.2f, 1.5f));
- }
- if (!combatHeroEntity.CombatAIBasic.NavMeshAgent.isStopped)
- {
- Vector3 nextPos = myPos;
- Vector3 p = nextPos - lastMovePoint;
- lastMovePoint = myPos;
- if (p.sqrMagnitude > 0.0001)
- {
- combatHeroEntity.combatHeroGameObject.rotation = Quaternion.Lerp(
- combatHeroEntity.combatHeroGameObject.rotation, Quaternion.LookRotation(p.normalized), 0.5f);
- }
- }
- }
- }
- }
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