MoveComponentSystem.cs 8.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Unity.Mathematics;
  4. namespace ET
  5. {
  6. [FriendOf(typeof(MoveComponent))]
  7. public static class MoveComponentSystem
  8. {
  9. [Invoke(TimerInvokeType.MoveTimer)]
  10. public class MoveTimer: ATimer<MoveComponent>
  11. {
  12. protected override void Run(MoveComponent self)
  13. {
  14. try
  15. {
  16. self.MoveForward(true);
  17. }
  18. catch (Exception e)
  19. {
  20. Log.Error($"move timer error: {self.Id}\n{e}");
  21. }
  22. }
  23. }
  24. [ObjectSystem]
  25. public class DestroySystem: DestroySystem<MoveComponent>
  26. {
  27. protected override void Destroy(MoveComponent self)
  28. {
  29. self.MoveFinish(true);
  30. }
  31. }
  32. [ObjectSystem]
  33. public class AwakeSystem: AwakeSystem<MoveComponent>
  34. {
  35. protected override void Awake(MoveComponent self)
  36. {
  37. self.StartTime = 0;
  38. self.StartPos = float3.zero;
  39. self.NeedTime = 0;
  40. self.MoveTimer = 0;
  41. self.tcs = null;
  42. self.Targets.Clear();
  43. self.Speed = 0;
  44. self.N = 0;
  45. self.TurnTime = 0;
  46. }
  47. }
  48. public static bool IsArrived(this MoveComponent self)
  49. {
  50. return self.Targets.Count == 0;
  51. }
  52. public static bool ChangeSpeed(this MoveComponent self, float speed)
  53. {
  54. if (self.IsArrived())
  55. {
  56. return false;
  57. }
  58. if (speed < 0.0001)
  59. {
  60. return false;
  61. }
  62. Unit unit = self.GetParent<Unit>();
  63. using ListComponent<float3> path = ListComponent<float3>.Create();
  64. self.MoveForward(false);
  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. return true;
  72. }
  73. // 该方法不需要用cancelToken的方式取消,因为即使不传入cancelToken,多次调用该方法也要取消之前的移动协程,上层可以stop取消
  74. public static async ETTask<bool> MoveToAsync(this MoveComponent self, List<float3> target, float speed, int turnTime = 100)
  75. {
  76. self.Stop(false);
  77. foreach (float3 v in target)
  78. {
  79. self.Targets.Add(v);
  80. }
  81. self.IsTurnHorizontal = true;
  82. self.TurnTime = turnTime;
  83. self.Speed = speed;
  84. self.tcs = ETTask<bool>.Create(true);
  85. EventSystem.Instance.Publish(self.DomainScene(), new EventType.MoveStart() {Unit = self.GetParent<Unit>()});
  86. self.StartMove();
  87. bool moveRet = await self.tcs;
  88. if (moveRet)
  89. {
  90. EventSystem.Instance.Publish(self.DomainScene(), new EventType.MoveStop() {Unit = self.GetParent<Unit>()});
  91. }
  92. return moveRet;
  93. }
  94. // ret: 停止的时候,移动协程的返回值
  95. private static void MoveForward(this MoveComponent self, bool ret)
  96. {
  97. Unit unit = self.GetParent<Unit>();
  98. long timeNow = TimeHelper.ClientNow();
  99. long moveTime = timeNow - self.StartTime;
  100. while (true)
  101. {
  102. if (moveTime <= 0)
  103. {
  104. return;
  105. }
  106. // 计算位置插值
  107. if (moveTime >= self.NeedTime)
  108. {
  109. unit.Position = self.NextTarget;
  110. if (self.TurnTime > 0)
  111. {
  112. unit.Rotation = self.To;
  113. }
  114. }
  115. else
  116. {
  117. // 计算位置插值
  118. float amount = moveTime * 1f / self.NeedTime;
  119. if (amount > 0)
  120. {
  121. float3 newPos = math.lerp(self.StartPos, self.NextTarget, amount);
  122. unit.Position = newPos;
  123. }
  124. // 计算方向插值
  125. if (self.TurnTime > 0)
  126. {
  127. amount = moveTime * 1f / self.TurnTime;
  128. if (amount > 1)
  129. {
  130. amount = 1f;
  131. }
  132. quaternion q = math.slerp(self.From, self.To, amount);
  133. unit.Rotation = q;
  134. }
  135. }
  136. moveTime -= self.NeedTime;
  137. // 表示这个点还没走完,等下一帧再来
  138. if (moveTime < 0)
  139. {
  140. return;
  141. }
  142. // 到这里说明这个点已经走完
  143. // 如果是最后一个点
  144. if (self.N >= self.Targets.Count - 1)
  145. {
  146. unit.Position = self.NextTarget;
  147. unit.Rotation = self.To;
  148. self.MoveFinish(ret);
  149. return;
  150. }
  151. self.SetNextTarget();
  152. }
  153. }
  154. private static void StartMove(this MoveComponent self)
  155. {
  156. self.BeginTime = TimeHelper.ClientNow();
  157. self.StartTime = self.BeginTime;
  158. self.SetNextTarget();
  159. self.MoveTimer = TimerComponent.Instance.NewFrameTimer(TimerInvokeType.MoveTimer, self);
  160. }
  161. private static void SetNextTarget(this MoveComponent self)
  162. {
  163. Unit unit = self.GetParent<Unit>();
  164. ++self.N;
  165. // 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
  166. float3 v = self.GetFaceV();
  167. float distance = math.length(v);
  168. // 插值的起始点要以unit的真实位置来算
  169. self.StartPos = unit.Position;
  170. self.StartTime += self.NeedTime;
  171. self.NeedTime = (long) (distance / self.Speed * 1000);
  172. if (self.TurnTime > 0)
  173. {
  174. // 要用unit的位置
  175. float3 faceV = self.GetFaceV();
  176. if (math.lengthsq(faceV) < 0.0001f)
  177. {
  178. return;
  179. }
  180. self.From = unit.Rotation;
  181. if (self.IsTurnHorizontal)
  182. {
  183. faceV.y = 0;
  184. }
  185. if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
  186. {
  187. self.To = quaternion.LookRotation(faceV, math.up());
  188. }
  189. return;
  190. }
  191. if (self.TurnTime == 0) // turn time == 0 立即转向
  192. {
  193. float3 faceV = self.GetFaceV();
  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, math.up());
  201. unit.Rotation = self.To;
  202. }
  203. }
  204. }
  205. private static float3 GetFaceV(this MoveComponent self)
  206. {
  207. return self.NextTarget - self.PreTarget;
  208. }
  209. public static bool FlashTo(this MoveComponent self, float3 target)
  210. {
  211. Unit unit = self.GetParent<Unit>();
  212. unit.Position = target;
  213. return true;
  214. }
  215. // ret: 停止的时候,移动协程的返回值
  216. public static void Stop(this MoveComponent self, bool ret)
  217. {
  218. if (self.Targets.Count > 0)
  219. {
  220. self.MoveForward(ret);
  221. }
  222. self.MoveFinish(ret);
  223. }
  224. private static void MoveFinish(this MoveComponent self, bool ret)
  225. {
  226. if (self.StartTime == 0)
  227. {
  228. return;
  229. }
  230. self.StartTime = 0;
  231. self.StartPos = float3.zero;
  232. self.BeginTime = 0;
  233. self.NeedTime = 0;
  234. TimerComponent.Instance?.Remove(ref self.MoveTimer);
  235. self.Targets.Clear();
  236. self.Speed = 0;
  237. self.N = 0;
  238. self.TurnTime = 0;
  239. self.IsTurnHorizontal = false;
  240. if (self.tcs != null)
  241. {
  242. var tcs = self.tcs;
  243. self.tcs = null;
  244. tcs.SetResult(ret);
  245. }
  246. }
  247. }
  248. }