This commit is contained in:
2025-09-03 20:08:42 +08:00
parent 186fec4472
commit f9a9f26009
9 changed files with 356 additions and 20 deletions

View File

@@ -85,7 +85,7 @@ namespace NBF.Fishing2
public static async FTask LoadMap(this Map self)
{
var sceneName = "Map99";
self.CreteSelfMapUnit();
self.CreteMapUnit();
//加载场景==
await SceneHelper.LoadScene(sceneName);
await self.LoadAllUnit();

View File

@@ -1,4 +1,5 @@
using NBC;
using NBC.Entitas;
namespace NBF.Fishing2
{
@@ -8,5 +9,6 @@ namespace NBF.Fishing2
{
await FTask.CompletedTask;
}
}
}

View File

@@ -19,24 +19,25 @@ namespace NBF.Fishing2
/// </summary>
public Dictionary<long, MapUnit> Units = new Dictionary<long, MapUnit>();
/// <summary>
/// 创建地图单位
/// </summary>
/// <param name="map"></param>
public void CreteSelfMapUnit()
public void CreteMapUnit()
{
//创建自己
var role = Scene.GetComponent<Role>();
var mapUnitInfo = role.GetMapUnitInfo();
CreteMapUnit(mapUnitInfo);
//创建其他玩家
}
public void CreteMapUnit(MapUnitInfo unitInfo)
{
var mapUnit = Entity.Create<MapUnit>(Scene, unitInfo.RoleInfo.RoleId, true, true);
mapUnit.SetUnitInfo(unitInfo);
Add(mapUnit);
}

View File

@@ -1,6 +1,9 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using NBC;
using NBC.Entitas;
using NBC.Entitas.Interface;
using NBC.Helper;
using Unity.Mathematics;
namespace NBF.Fishing2
@@ -59,4 +62,278 @@ namespace NBF.Fishing2
public quaternion From;
public quaternion To;
}
public static class MoveComponentSystem
{
public class MoveComponentDestroySystem : DestroySystem<MoveComponent>
{
protected override void Destroy(MoveComponent self)
{
}
}
public static bool IsArrived(this MoveComponent self)
{
return self.Targets.Count == 0;
}
public static bool ChangeSpeed(this MoveComponent self, float speed)
{
if (self.IsArrived())
{
return false;
}
if (speed < 0.0001)
{
return false;
}
MapUnit unit = self.GetParent<MapUnit>();
List<float3> path = new List<float3>();
self.MoveForward(false);
path.Add(unit.Position); // 第一个是Unit的pos
for (int i = self.N; i < self.Targets.Count; ++i)
{
path.Add(self.Targets[i]);
}
self.MoveToAsync(path, speed).Coroutine();
return true;
}
// 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
public static async FTask<bool> MoveToAsync(this MoveComponent self, List<float3> target, float speed,
int turnTime = 100)
{
self.Stop(false);
foreach (float3 v in target)
{
self.Targets.Add(v);
}
self.IsTurnHorizontal = true;
self.TurnTime = turnTime;
self.Speed = speed;
self.tcs = FTask<bool>.Create(true);
self.Scene.EventComponent.Publish(new MoveStart() { Unit = self.GetParent<MapUnit>() });
self.StartMove();
bool moveRet = await self.tcs;
if (moveRet)
{
self.Scene.EventComponent.Publish(new MoveStop() { Unit = self.GetParent<MapUnit>() });
}
return moveRet;
}
// ret: 停止的时候,移动协程的返回值
private static void MoveForward(this MoveComponent self, bool ret)
{
MapUnit unit = self.GetParent<MapUnit>();
long timeNow = TimeHelper.Now;
long moveTime = timeNow - self.StartTime;
while (true)
{
if (moveTime <= 0)
{
return;
}
// 计算位置插值
if (moveTime >= self.NeedTime)
{
unit.Position = self.NextTarget;
if (self.TurnTime > 0)
{
unit.Rotation = self.To;
}
}
else
{
// 计算位置插值
float amount = moveTime * 1f / self.NeedTime;
if (amount > 0)
{
float3 newPos = math.lerp(self.StartPos, self.NextTarget, amount);
unit.Position = newPos;
}
// 计算方向插值
if (self.TurnTime > 0)
{
amount = moveTime * 1f / self.TurnTime;
if (amount > 1)
{
amount = 1f;
}
quaternion q = math.slerp(self.From, self.To, amount);
unit.Rotation = q;
}
}
moveTime -= self.NeedTime;
// 表示这个点还没走完,等下一帧再来
if (moveTime < 0)
{
return;
}
// 到这里说明这个点已经走完
// 如果是最后一个点
if (self.N >= self.Targets.Count - 1)
{
unit.Position = self.NextTarget;
unit.Rotation = self.To;
self.MoveFinish(ret);
return;
}
self.SetNextTarget();
}
}
private static void StartMove(this MoveComponent self)
{
self.BeginTime = TimeHelper.Now;
self.StartTime = self.BeginTime;
self.SetNextTarget();
// self.Scene.TimerComponent.Net.RepeatedTimer()
self.MoveTimer = self.Scene.TimerComponent.Net.RepeatedTimer(1000 * 60, () =>
{
try
{
self.MoveForward(true);
}
catch (Exception e)
{
Log.Error($"move timer error: {self.Id}\n{e}");
}
});
}
private static void SetNextTarget(this MoveComponent self)
{
MapUnit unit = self.GetParent<MapUnit>();
++self.N;
// 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
float3 v = self.GetFaceV();
float distance = math.length(v);
// 插值的起始点要以unit的真实位置来算
self.StartPos = unit.Position;
self.StartTime += self.NeedTime;
self.NeedTime = (long)(distance / self.Speed * 1000);
if (self.TurnTime > 0)
{
// 要用unit的位置
float3 faceV = self.GetFaceV();
if (math.lengthsq(faceV) < 0.0001f)
{
return;
}
self.From = unit.Rotation;
if (self.IsTurnHorizontal)
{
faceV.y = 0;
}
if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
{
self.To = quaternion.LookRotation(faceV, math.up());
}
return;
}
if (self.TurnTime == 0) // turn time == 0 立即转向
{
float3 faceV = self.GetFaceV();
if (self.IsTurnHorizontal)
{
faceV.y = 0;
}
if (Math.Abs(faceV.x) > 0.01 || Math.Abs(faceV.z) > 0.01)
{
self.To = quaternion.LookRotation(faceV, math.up());
unit.Rotation = self.To;
}
}
}
private static float3 GetFaceV(this MoveComponent self)
{
return self.NextTarget - self.PreTarget;
}
public static bool FlashTo(this MoveComponent self, float3 target)
{
MapUnit unit = self.GetParent<MapUnit>();
unit.Position = target;
return true;
}
// ret: 停止的时候,移动协程的返回值
public static void Stop(this MoveComponent self, bool ret)
{
if (self.Targets.Count > 0)
{
self.MoveForward(ret);
}
self.MoveFinish(ret);
if (!ret)
{
self.Scene.EventComponent.Publish( new MoveStop() { Unit = self.GetParent<MapUnit>() });
}
}
private static void MoveFinish(this MoveComponent self, bool ret)
{
if (self.StartTime == 0)
{
return;
}
self.StartTime = 0;
self.StartPos = float3.zero;
self.BeginTime = 0;
self.NeedTime = 0;
self.Targets.Clear();
self.Speed = 0;
self.N = 0;
self.TurnTime = 0;
self.IsTurnHorizontal = false;
self.Scene.TimerComponent.Net.Remove(self.MoveTimer);
if (self.tcs != null)
{
var tcs = self.tcs;
self.tcs = null;
tcs.SetResult(ret);
}
}
}
}

View File

@@ -0,0 +1,17 @@
namespace NBF.Fishing2
{
public struct MoveStart
{
public MapUnit Unit;
}
public struct MoveStop
{
public MapUnit Unit;
}
public struct MoveTimer
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2b438b0d299c4b7186d21faf5de07cca
timeCreated: 1756882697

View File

@@ -1,4 +1,5 @@
using NBC;
using NBC;
using NBC.Entitas;
using Unity.Mathematics;
@@ -51,21 +52,15 @@ namespace NBF.Fishing2
}
#region
public static MapUnit Create(Map map, MapUnitInfo unitInfo, bool isMainPlayer = false)
{
var unit = Entity.Create<MapUnit>(map.Scene, true, true);
unit.SetUnitInfo(unitInfo);
return null;
}
#endregion
public void SetUnitInfo(MapUnitInfo unitInfo)
{
NumericComponent numericComponent = AddComponent<NumericComponent>();
var moveComponent = GetOrAddComponent<MoveComponent>();
GetOrAddComponent<ObjectWait>();
var unitBasic = GetOrAddComponent<MapUnitBasic>();
unitBasic.UpdateInfo(unitInfo);
var numericComponent = GetOrAddComponent<NumericComponent>();
foreach (var kv in unitInfo.KV)
{
numericComponent.Set(kv.Key, kv.Value);

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@@ -0,0 +1,38 @@
using NBC;
using NBC.Entitas;
namespace NBF.Fishing2
{
public class MapUnitBasic : Entity
{
/// <summary>
/// 昵称
/// </summary>
public string NickName;
/// <summary>
/// 头像
/// </summary>
public string Head;
/// <summary>
/// 国家
/// </summary>
public string Country;
/// <summary>
/// 等级
/// </summary>
public int Level;
public void UpdateInfo(MapUnitInfo mapUnitInfo)
{
NickName = mapUnitInfo.RoleInfo.NickName;
Head = mapUnitInfo.RoleInfo.Head;
Country = mapUnitInfo.RoleInfo.Country;
Level = mapUnitInfo.RoleInfo.Level;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fac7cf28f53b4a929d2584c9a95fd242
timeCreated: 1756881253