Actions.UnitControl.cs 15 KB

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  1. using CommonAI.RTS;
  2. using CommonLang.Vector;
  3. using CommonAI.Zone.Attributes;
  4. using CommonAI.Zone.Instance;
  5. using CommonLang.Property;
  6. using System;
  7. using System.Collections.Generic;
  8. using System.Linq;
  9. using System.Text;
  10. using CommonAI.Zone.EventTrigger;
  11. namespace CommonAI.Zone.ZoneEditor.EventTrigger
  12. {
  13. //--------------------------------------------------------------------------------
  14. #region __强制动作__
  15. [DescAttribute("强制动作", "单位 - 剧情/强制动作")]
  16. public abstract class ForceUnitAction : AbstractAction
  17. {
  18. public abstract string ToActionString();
  19. }
  20. [DescAttribute("单位待机", "单位 - 剧情/强制动作")]
  21. public class ForceUnitIdleAction : ForceUnitAction
  22. {
  23. [DescAttribute("单位")]
  24. public UnitValue Unit = new UnitValue.Trigging();
  25. [DescAttribute("待机时间")]
  26. public RealValue TimeSEC = new RealValue.VALUE();
  27. public override string ToString()
  28. {
  29. return string.Format("强制动作({0})待机{1}秒", Unit, TimeSEC);
  30. }
  31. public override string ToActionString()
  32. {
  33. return string.Format("待机{0}秒", TimeSEC);
  34. }
  35. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  36. {
  37. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  38. if (unit != null)
  39. {
  40. unit.queueCurrentState(new CommonAI.Zone.Instance.InstanceUnit.ForceStateIdleTime(unit, TimeSEC.GetValue(api, args)));
  41. }
  42. }
  43. }
  44. [DescAttribute("单位做动作", "单位 - 剧情/强制动作")]
  45. public class ForceUnitDoAction : ForceUnitAction
  46. {
  47. [DescAttribute("单位")]
  48. public UnitValue Unit = new UnitValue.Trigging();
  49. [DescAttribute("动作名字")]
  50. public string ActionName;
  51. [DescAttribute("动作持续时间(秒)")]
  52. public RealValue TimeSEC = new RealValue.VALUE();
  53. public override string ToString()
  54. {
  55. return string.Format("强制动作({0})做动作{1}", Unit, ActionName);
  56. }
  57. public override string ToActionString()
  58. {
  59. return string.Format("做动作{0}", ActionName);
  60. }
  61. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  62. {
  63. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  64. if (unit != null)
  65. {
  66. unit.queueCurrentState(new CommonAI.Zone.Instance.InstanceUnit.ForceStateActionTime(unit, TimeSEC.GetValue(api, args), ActionName));
  67. }
  68. }
  69. }
  70. [DescAttribute("单位移动", "单位 - 剧情/强制动作")]
  71. public class ForceUnitMoveAction : ForceUnitAction
  72. {
  73. [DescAttribute("单位")]
  74. public UnitValue Unit = new UnitValue.Trigging();
  75. [DescAttribute("位置")]
  76. public PositionValue Pos = new PositionValue.VALUE();
  77. public override string ToString()
  78. {
  79. return string.Format("强制动作({0})移动到{1}", Unit, Pos);
  80. }
  81. public override string ToActionString()
  82. {
  83. return string.Format("移动到{0}", Pos);
  84. }
  85. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  86. {
  87. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  88. Vector2 pos = Pos.GetValue(api, args);
  89. if (unit != null && pos != null)
  90. {
  91. unit.queueCurrentState(new CommonAI.Zone.Instance.InstanceUnit.ForceStateMoveTo(unit, pos.X, pos.Y));
  92. }
  93. }
  94. }
  95. [DescAttribute("单位改变朝向", "单位 - 剧情/强制动作")]
  96. public class ForceUnitFaceToAction : ForceUnitAction
  97. {
  98. [DescAttribute("单位")]
  99. public UnitValue Unit = new UnitValue.Trigging();
  100. [DescAttribute("方向")]
  101. public RealValue Direction = new RealValue.VALUE();
  102. public override string ToString()
  103. {
  104. return string.Format("强制动作({0})转向到{1}", Unit, Direction);
  105. }
  106. public override string ToActionString()
  107. {
  108. return string.Format("转向到{0}", Direction);
  109. }
  110. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  111. {
  112. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  113. if (unit != null)
  114. {
  115. unit.faceTo(Direction.GetValue(api, args));
  116. }
  117. }
  118. }
  119. [DescAttribute("单位释放技能", "单位 - 剧情/强制动作")]
  120. public class ForceUnitLaunchSkillAction : ForceUnitAction
  121. {
  122. [DescAttribute("单位")]
  123. public UnitValue Unit = new UnitValue.Trigging();
  124. [DescAttribute("随机技能,如果为True,则SkillTemplateID无效")]
  125. public BooleanValue RandomSkill = new BooleanValue.VALUE();
  126. [TemplateIDAttribute(typeof(SkillTemplate))]
  127. [DescAttribute("技能模板ID")]
  128. public int SkillTemplateID;
  129. public override string ToString()
  130. {
  131. return string.Format("强制动作({0})释放技能{1}", Unit, SkillTemplateID);
  132. }
  133. public override string ToActionString()
  134. {
  135. return string.Format("释放技能{0}", SkillTemplateID);
  136. }
  137. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  138. {
  139. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  140. if (unit != null)
  141. {
  142. unit.queueCurrentState(new CommonAI.Zone.Instance.InstanceUnit.ForceStateLaunchSkill(unit, SkillTemplateID, RandomSkill.GetValue(api, args)));
  143. }
  144. }
  145. }
  146. [DescAttribute("一系列动作", "单位 - 剧情/强制动作")]
  147. public class ForceUnitControlQueue : AbstractAction
  148. {
  149. [DescAttribute("单位")]
  150. public UnitValue Unit = new UnitValue.Trigging();
  151. [DescAttribute("动作序列")]
  152. [ListAttribute(typeof(ForceUnitAction))]
  153. public List<ForceUnitAction> Actions = new List<ForceUnitAction>();
  154. public override string ToString()
  155. {
  156. StringBuilder sb = new StringBuilder();
  157. foreach (ForceUnitAction act in Actions)
  158. {
  159. sb.Append(act.ToActionString() + " -> ");
  160. }
  161. sb.Append("END");
  162. return string.Format("({0})执行序列: {1}", Unit, sb);
  163. }
  164. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  165. {
  166. InstanceUnit unit = Unit.GetValue(api, args) as InstanceUnit;
  167. if (unit != null && Actions.Count > 0)
  168. {
  169. new ActionQueueExecuter(api, args, unit, Actions).doNextAction();
  170. }
  171. }
  172. class ActionQueueExecuter
  173. {
  174. private EventTriggerAdapter api;
  175. private EventArguments args;
  176. private InstanceUnit unit;
  177. private Queue<ForceUnitAction> actions;
  178. public ActionQueueExecuter(EventTriggerAdapter api, EventArguments args, InstanceUnit manual, List<ForceUnitAction> actions)
  179. {
  180. this.api = api;
  181. this.args = args;
  182. this.unit = manual;
  183. this.actions = new Queue<ForceUnitAction>(actions);
  184. }
  185. public void doNextAction()
  186. {
  187. if (actions.Count > 0)
  188. {
  189. ForceUnitAction act = actions.Dequeue();
  190. if (act is ForceUnitIdleAction)
  191. {
  192. doIdle(act as ForceUnitIdleAction);
  193. }
  194. else if (act is ForceUnitMoveAction)
  195. {
  196. doMove(act as ForceUnitMoveAction);
  197. }
  198. else if (act is ForceUnitFaceToAction)
  199. {
  200. doFaceTo(act as ForceUnitFaceToAction);
  201. }
  202. else if (act is ForceUnitLaunchSkillAction)
  203. {
  204. doLaunchSkill(act as ForceUnitLaunchSkillAction);
  205. }
  206. else if (act is ForceUnitDoAction)
  207. {
  208. doClientAction(act as ForceUnitDoAction);
  209. }
  210. }
  211. }
  212. private void doIdle(ForceUnitIdleAction idle)
  213. {
  214. InstanceUnit.State state = new InstanceUnit.ForceStateIdleTime(unit, idle.TimeSEC.GetValue(api, args));
  215. state.AddStopOnce((InstanceUnit u, InstanceUnit.State os) =>
  216. {
  217. doNextAction();
  218. });
  219. unit.queueCurrentState(state);
  220. }
  221. private void doMove(ForceUnitMoveAction move)
  222. {
  223. Vector2 pos = move.Pos.GetValue(api, args);
  224. if (pos != null)
  225. {
  226. InstanceUnit.State state = new InstanceUnit.ForceStateMoveTo(unit, pos.X, pos.Y);
  227. state.AddStopOnce((InstanceUnit u, InstanceUnit.State os) =>
  228. {
  229. doNextAction();
  230. });
  231. unit.queueCurrentState(state);
  232. }
  233. else
  234. {
  235. doNextAction();
  236. }
  237. }
  238. private void doFaceTo(ForceUnitFaceToAction faceTo)
  239. {
  240. unit.faceTo(faceTo.Direction.GetValue(api, args));
  241. doNextAction();
  242. }
  243. private void doLaunchSkill(ForceUnitLaunchSkillAction skill)
  244. {
  245. InstanceUnit.State state = new InstanceUnit.ForceStateLaunchSkill(
  246. unit,
  247. skill.SkillTemplateID,
  248. skill.RandomSkill.GetValue(api, args),
  249. (InstanceUnit u, InstanceUnit.State os) =>
  250. {
  251. doNextAction();
  252. });
  253. unit.queueCurrentState(state);
  254. }
  255. private void doClientAction(ForceUnitDoAction skill)
  256. {
  257. InstanceUnit.State state = new InstanceUnit.ForceStateActionTime(unit, skill.TimeSEC.GetValue(api, args), skill.ActionName);
  258. state.AddStopOnce((InstanceUnit u, InstanceUnit.State os) =>
  259. {
  260. doNextAction();
  261. });
  262. unit.queueCurrentState(state);
  263. }
  264. }
  265. }
  266. #endregion
  267. //--------------------------------------------------------------------------------
  268. #region __AI__
  269. [DescAttribute("设置NPC警戒位置", "NPC单位 - AI")]
  270. public class NpcSetGuardPosition : AbstractAction
  271. {
  272. [DescAttribute("NPC单位")]
  273. public UnitValue Unit = new UnitValue.Trigging();
  274. [DescAttribute("警戒位置")]
  275. public PositionValue Pos = new PositionValue.VALUE();
  276. public override string ToString()
  277. {
  278. return string.Format("设置NPC:{0}警戒在{1}", Unit, Pos);
  279. }
  280. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  281. {
  282. IGuardUnit unit = Unit.GetValue(api, args) as IGuardUnit;
  283. Vector2 pos = Pos.GetValue(api, args);
  284. if (unit != null && pos != null)
  285. {
  286. unit.SetOrginPosition(pos.X, pos.Y);
  287. }
  288. }
  289. }
  290. [DescAttribute("NPC向路点进发", "NPC单位 - AI")]
  291. public class NpcAttackToWayPoint : AbstractAction
  292. {
  293. [DescAttribute("NPC单位")]
  294. public UnitValue Unit = new UnitValue.Trigging();
  295. [DescAttribute("路点入口")]
  296. public FlagValue.EditorPoint WayPoint = new FlagValue.EditorPoint();
  297. public override string ToString()
  298. {
  299. return string.Format("NPC:{0}向{1}进发", Unit, WayPoint);
  300. }
  301. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  302. {
  303. IGuardUnit unit = Unit.GetValue(api, args) as IGuardUnit;
  304. ZoneWayPoint pos = WayPoint.GetValue(api, args) as ZoneWayPoint;
  305. if (unit != null && pos != null)
  306. {
  307. unit.AttackTo(pos);
  308. }
  309. }
  310. }
  311. [DescAttribute("NPC巡逻", "NPC单位 - AI")]
  312. public class NpcPatrolWithWayPoint : AbstractAction
  313. {
  314. [DescAttribute("NPC单位")]
  315. public UnitValue Unit = new UnitValue.Trigging();
  316. [DescAttribute("路点入口")]
  317. public FlagValue.EditorPoint WayPoint = new FlagValue.EditorPoint();
  318. [DescAttribute("切换路点待机最小时间(秒)")]
  319. public RealValue HoldMinTimeSEC = new RealValue.VALUE(0);
  320. [DescAttribute("切换路点待机最大时间(秒)")]
  321. public RealValue HoldMaxTimeSEC = new RealValue.VALUE(0);
  322. public override string ToString()
  323. {
  324. return string.Format("NPC:{0}在{1}巡逻", Unit, WayPoint);
  325. }
  326. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  327. {
  328. IGuardUnit unit = Unit.GetValue(api, args) as IGuardUnit;
  329. ZoneWayPoint pos = WayPoint.GetValue(api, args) as ZoneWayPoint;
  330. if (unit != null && pos != null)
  331. {
  332. int holdMinTimeMS = (int)(HoldMinTimeSEC.GetValue(api, args) * 1000);
  333. int holdMaxTimeMS = (int)(HoldMaxTimeSEC.GetValue(api, args) * 1000);
  334. unit.PatrolWith(pos, holdMinTimeMS, holdMaxTimeMS);
  335. }
  336. }
  337. }
  338. [DescAttribute("NPC跟随并警戒", "NPC单位 - AI")]
  339. public class NpcFollowAndGuardUnit : AbstractAction
  340. {
  341. [DescAttribute("NPC单位")]
  342. public UnitValue Unit = new UnitValue.Trigging();
  343. [DescAttribute("跟随的单位")]
  344. public UnitValue VIP = new UnitValue.Editor();
  345. public override string ToString()
  346. {
  347. return string.Format("NPC:{0}跟随{1}", Unit, VIP);
  348. }
  349. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  350. {
  351. IGuardUnit unit = Unit.GetValue(api, args) as IGuardUnit;
  352. InstanceUnit vip = VIP.GetValue(api, args);
  353. if (unit != null && vip != null)
  354. {
  355. unit.GuardUnit(vip);
  356. }
  357. }
  358. }
  359. [DescAttribute("NPC追踪并战斗", "NPC单位 - AI")]
  360. public class NpcFollowAndAttackUnit : AbstractAction
  361. {
  362. [DescAttribute("NPC单位")]
  363. public UnitValue Unit = new UnitValue.Trigging();
  364. [DescAttribute("目标单位")]
  365. public UnitValue Target = new UnitValue.Editor();
  366. [DescAttribute("攻击原因")]
  367. public Helper.AttackReason Reason = Helper.AttackReason.Tracing;
  368. public override string ToString()
  369. {
  370. return string.Format("NPC:{0}攻击{1}", Unit, Target);
  371. }
  372. override public void DoAction(EventTriggerAdapter api, EventArguments args)
  373. {
  374. IGuardUnit unit = Unit.GetValue(api, args) as IGuardUnit;
  375. InstanceUnit target = Target.GetValue(api, args);
  376. if (unit != null && target != null)
  377. {
  378. unit.FollowAndAttack(target, Reason);
  379. }
  380. }
  381. }
  382. #endregion
  383. }