using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; using System.Linq; using UnityGameFramework.Runtime; using UnityEngine.AI; /// /// 任务追踪组件 /// public class UI_TaskTracking : MonoBehaviour { public static bool NavMeshMoving = false; public GameObject rootObj = null; private GameObject infoObj = null; private static int curIndex = 0; private static UI_TaskTracking taskTracking = null; private GameObject btnChangGui = null; private GameObject btnTanSuo = null; private GameObject btnOut = null; private GameObject btnIn = null; /// /// 任务追踪信息 /// private List taskObjs = new List(); /// /// 是否初始化 /// private bool bInit = false; /// /// 更新的任务卡 /// private static TaskCardVo updateTaskCardVo = null; private static TaskCardVo curTaskCardVo = null; // 目标路径 private static NavMeshPath targetNavMeshPath = new NavMeshPath(); private static int targetPathIndex = 0; private static List targetPathPos = new List(); private static List targetPathObj = new List(); private static int curTaskType = 1; /// /// 任务目标GameObject /// private static GameObject taskTargetObj = null; private GameObject targetBtnObj = null; private static LineRenderer lineRenderer = null; private static Vector3 targetPos = Vector3.zero; private static bool showLine = false; public static UI_TaskTracking Ins { get { return taskTracking; } } /// /// 创建 /// /// 父Transform public static void Create(Transform parentTran) { ResourceHelper.Instance.LoadAssetBundle("UI_TaskTracking", (ab) => { if (ab != null) { GameObject uiObj = (GameObject)Instantiate(ab.LoadAsset("UI_TaskTracking"), parentTran); taskTracking = uiObj.AddComponent(); taskTracking.Init(); } }); } /// /// 显示状态 /// /// public static void ShowState(bool show) { if (taskTracking != null) { taskTracking.rootObj.SetActive(show); } } /// /// 更新任务信息 /// public static void UpdateTaskInfo(TaskCardVo taskCardVo = null) { updateTaskCardVo = taskCardVo; if (taskTracking != null && taskTracking.gameObject != null) { taskTracking.UpdateInfo(); } else if (GameObject.Find("InFunctionScene")) { List cardList = UserProxy.Instance.player.collectTaskCard.GetActivingCards(); for (int i = 0; i < cardList.Count; i++) { if (cardList[i].state == Enum_TaskCardStateType.finish && cardList[i].mo.isAutoSettle == 1) { TaskProxy.Instance.TaskCard_getReward(int.Parse(cardList[i].uid), () => { // 队列显示奖励弹窗 PopupEffectQueueHelper.Instance.ShowEffect(ePopupEffectType.GetItemEffect, cardList[i].mo.RealRewards()); }); break; } } } } /// /// 初始化 /// private void Init() { bInit = true; rootObj = transform.Find("Panel").gameObject; infoObj = transform.Find("Panel/TaskInfos").gameObject; rootObj.transform.localPosition = new Vector3(0, 240, 0); taskObjs.Clear(); for (int i = 0; i < 4; i++) { Transform tran = transform.Find("Panel/TaskInfos/" + i); taskObjs.Add(tran.gameObject); } btnChangGui = transform.Find("Panel/TaskInfos/ButtonChangGui").gameObject; EventTriggerListener.Get(btnChangGui).onClick = ChangGui_Click; btnTanSuo = transform.Find("Panel/TaskInfos/ButtonTanSuo").gameObject; EventTriggerListener.Get(btnTanSuo).onClick = TanSuo_Click; btnOut = transform.Find("Panel/BtnOut").gameObject; EventTriggerListener.Get(btnOut).onClick = (btnObj) => { btnOut.SetActive(false); btnIn.SetActive(true); infoObj.SetActive(true); }; btnIn = transform.Find("Panel/BtnIn").gameObject; EventTriggerListener.Get(btnIn).onClick = (btnObj) => { btnOut.SetActive(true); btnIn.SetActive(false); infoObj.SetActive(false); }; } /// /// 激活 /// private void OnEnable() { Invoke("UpdateInfo", 0.1f); } /// /// 更新信息 /// private void UpdateInfo() { if (bInit == false) { return; } // 1:主线 List cardList1 = UserProxy.Instance.player.collectTaskCard.GetActivingCards().GetSubTypes(1); if (cardList1.Count > 0) { SetTaskInfo(taskObjs[0], cardList1[0], 1); } else { SetTaskInfo(taskObjs[0], null, 1); } // 2:日程(日常) List cardList2 = UserProxy.Instance.player.collectTaskCard.GetActivingCards().GetSubTypes(2); if (cardList2.Count > 0) { for (int i = 0; i < cardList2.Count; i++) { // 追踪 int val = 0; bool have = UserProxy.Instance.player.PrivateState.taskCardTracing.TryGetValue(2, out val); // 正在追踪 if (have && val.ToString() == cardList2[i].uid) { SetTaskInfo(taskObjs[1], cardList2[i], 2); } //else //{ // if (cardList2[i].state != Enum_TaskCardStateType.drawed && cardList2[i].state != Enum_TaskCardStateType.notopen) // { // SetTaskInfo(taskObjs[1], cardList2[i], 2); // } //} } } else { SetTaskInfo(taskObjs[1], null, 2); } // 3:圣哲(学院) List cardList3 = UserProxy.Instance.player.collectTaskCard.GetActivingCards().GetSubTypes(3); if (cardList3.Count > 0) { for (int i = 0; i < cardList3.Count; i++) { // 追踪 int val = 0; bool have = UserProxy.Instance.player.PrivateState.taskCardTracing.TryGetValue(3, out val); // 正在追踪 if (have && val.ToString() == cardList3[i].uid) { SetTaskInfo(taskObjs[2], cardList3[i], 3); } //else //{ // if (cardList3[i].state != Enum_TaskCardStateType.drawed && cardList3[i].state != Enum_TaskCardStateType.notopen) // { // SetTaskInfo(taskObjs[2], cardList3[i], 3); // break; // } //} } } else { SetTaskInfo(taskObjs[2], null, 3); } // 4:商店(悬赏) List cardList4 = UserProxy.Instance.player.collectTaskCard.GetActivingCards().GetSubTypes(4); if (cardList4.Count > 0) { for (int i = 0; i < cardList4.Count; i++) { // 追踪 int val = 0; bool have = UserProxy.Instance.player.PrivateState.taskCardTracing.TryGetValue(4, out val); // 正在追踪 if (have && val.ToString() == cardList4[i].uid) { SetTaskInfo(taskObjs[3], cardList4[i], 4); } //else //{ // if (cardList4[i].state != Enum_TaskCardStateType.drawed && cardList4[i].state != Enum_TaskCardStateType.notopen) // { // SetTaskInfo(taskObjs[3], cardList4[i], 4); // } //} } } else { SetTaskInfo(taskObjs[3], null, 4); } } /// /// 设置任务信息 /// /// /// private void SetTaskInfo(GameObject taskObj, TaskCardVo cardVo, int type) { curTaskCardVo = cardVo; Text taskType = taskObj.transform.Find("Task/Type").GetComponent(); Text taskName = taskObj.transform.Find("Task/Name").GetComponent(); Text taskStep = taskObj.transform.Find("Task/Step").GetComponent(); GameObject btnObj = taskObj.transform.Find("Task/btnGet").gameObject; GameObject btnGoto = taskObj.transform.Find("Task/btnGo").gameObject; btnObj.SetActive(false); btnGoto.SetActive(false); switch (type) { case 1: taskType.text = "【主线】"; break; case 2: taskType.text = "【日常】"; break; case 3: taskType.text = "【学院】"; break; case 4: taskType.text = "【悬赏】"; break; } if (cardVo == null) { taskName.text = ""; taskStep.color = Color.white; taskStep.text = "暂无任务"; return; } taskName.text = cardVo.nMo.name; // 领取按钮 if (cardVo.state == Enum_TaskCardStateType.finish) { // 自动领取奖励 if (cardVo.mo.isAutoSettle == 1) { GetPrize(cardVo); return; } else { btnObj.SetActive(true); EventTriggerListener.Get(btnObj).onClick = (obj) => { GetPrize(cardVo); }; } } // 步骤 List curSteps = cardVo.GetOrderedSteps(); if (curSteps.Count > 0) { SetStepInfo(taskObj, curSteps[0]); } else { return; } // 任务类型按钮 GameObject btnTaskObj = taskObj.transform.Find("Task").gameObject; btnTaskObj.transform.Find("Selete").gameObject.SetActive(false); // 更新相同类型 if (curTaskType == type) { targetBtnObj = btnTaskObj; targetBtnObj.transform.Find("Selete").gameObject.SetActive(true); // 箭头 taskTargetObj = GetTaskTargetObj(curSteps[0]); if (BattleCanvas.Instance.mapCmpt != null) { BattleCanvas.Instance.mapCmpt.AddNpcArrowTarget(taskTargetObj, () => { }); } else { InvokeRepeating("LateSetNpcArrow", 2.0f, 1.0f); } } EventTriggerListener.Get(btnTaskObj).onClick = (uiObj) => { CancelInvoke("LateSetNpcArrow"); curTaskType = type; // 选中框 if (targetBtnObj != null) { targetBtnObj.transform.Find("Selete").gameObject.SetActive(false); } targetBtnObj = uiObj; targetBtnObj.transform.Find("Selete").gameObject.SetActive(true); // 移除旧箭头 if (taskTargetObj) { BattleCanvas.Instance.mapCmpt.RemoveNpcArrowTarget(taskTargetObj); } // 设置新箭头 taskTargetObj = GetTaskTargetObj(curSteps[0]); if (taskTargetObj) { BattleCanvas.Instance.mapCmpt.AddNpcArrowTarget(taskTargetObj, () => { }); } }; } /// /// 延迟设置箭头 /// private void LateSetNpcArrow() { if (BattleCanvas.Instance.mapCmpt && taskTargetObj) { CancelInvoke("LateSetNpcArrow"); BattleCanvas.Instance.mapCmpt.AddNpcArrowTarget(taskTargetObj, () => { }); } } /// /// 设置步骤信息 /// /// /// private void SetStepInfo(GameObject obj, Ins_TaskStepVo stepVo) { // 任务目标 Text taskInfo = obj.transform.Find("Task/Step").GetComponent(); taskInfo.text = stepVo.ProgressInfo(); // 前往按钮(游戏中不前往) GameObject btnGoto = obj.transform.Find("Task/btnGo").gameObject; if (stepVo.isFinish()) { taskInfo.color = Color.green; btnGoto.SetActive(false); } else { taskInfo.color = Color.white; if (stepVo.Goto.GotoType == Enum_GotoType.unknown) { btnGoto.SetActive(false); return; } if (stepVo.Goto.GotoType != Enum_GotoType.unknown) { if (stepVo.isFinish()) { btnGoto.SetActive(false); } else { btnGoto.SetActive(false); btnGoto.SetActive(true); EventTriggerListener.Get(btnGoto).onClick = (btnObj) => { // 前往 Goto(stepVo); }; } } else { btnGoto.SetActive(false); } } } /// /// 获取奖励 /// /// private void GetPrize(TaskCardVo curTaskCardVo) { TaskProxy.Instance.TaskCard_getReward(int.Parse(curTaskCardVo.uid), () => { // 队列显示奖励弹窗 PopupEffectQueueHelper.Instance.ShowEffect(ePopupEffectType.GetItemEffect, curTaskCardVo.mo.RealRewards()); UpdateInfo(); }); } private void ChangGui_Click(GameObject go) { PanelHelper.Instance.ShowPanel("UI_TaskWindow"); } private void TanSuo_Click(GameObject go) { PanelHelper.Instance.ShowPanel("UI_TaskWindow"); } /// /// 前往功能 /// /// 参数 public static void Goto(Ins_TaskStepVo stepVo) { Enum_GotoType gotoType = stepVo.Goto.GotoType; List pars = stepVo.Goto.Params; if (stepVo.mo().guideid != 0 && !stepVo.isFinish() && gotoType != Enum_GotoType.new_npc) { sm_guide_module npcInfo = sm_guide_module.GetMoById(stepVo.mo().guideid); PanelHelper.Instance.ShowPanel("YL_FunctionGuide", (panel) => { }, stepVo.mo().guideid); } switch (gotoType) { //// 去关卡采集 //case Enum_GotoType.gate_for_item: // { // // 暂时只取第一个 // if (pars.Count > 0) // { // var itemid = pars[0]; // var itemMo = sm_item_base.GetMoById(itemid); // if (itemMo != null) // { // List gateList = itemMo.channel.Split(',').ToList().ConvertAll(gateid => sm_gate.GetMoById(int.Parse(gateid))); // if (gateList.Count > 0) // { // int wordID = gateList[0].BelongedZoneMo.BelongToMainlandID; // int zoneID = gateList[0].BelongZoneId(); // int gateID = gateList[0].gateId; // GameDateManager.Instance.gotoGate = true; // GameDateManager.Instance.LandID = wordID; // GameDateManager.Instance.ZoneID = zoneID; // GameDateManager.Instance.GateID = gateID; // GameDateManager.Instance.GateDifficulty = 0; // UI_BaseMainWindow.Instance().onClicked_FunMenu(1002); // PanelHelper.Instance.CloseAllPanel("UI_BaseMainWindow"); // } // } // } // } // break; //// 去通过关卡 //case Enum_GotoType.gate_select: // { // // 关卡参数 // if (pars.Count >= 3) // { // int wordID = pars[0]; // int zoneID = pars[1]; // int gateID = pars[2]; // GameDateManager.Instance.gotoGate = true; // GameDateManager.Instance.LandID = wordID; // GameDateManager.Instance.ZoneID = zoneID; // GameDateManager.Instance.GateID = gateID; // GameDateManager.Instance.GateDifficulty = 0; // UI_BaseMainWindow.Instance().onClicked_FunMenu(1002); // PanelHelper.Instance.ClosePanel("UI_BaseMainWindow"); // } // } // break; //// 去任务卡背包 //case Enum_GotoType.taskCardBag: // { // PanelHelper.Instance.ShowPanel("UI_PacketWindow", null, 5); // } // break; //// 去杀怪 //case Enum_GotoType.gate_for_monster: // { // // 暂时只取第一个 // if (pars.Count > 0) // { // List gates = sm_gate.FingGatesByMonster(pars[0]); // if (gates.Count > 0) // { // int wordID = gates[0].BelongedZoneMo.BelongToMainlandID; // int zoneID = gates[0].BelongZoneId(); // int gateID = gates[0].gateId; // GameDateManager.Instance.gotoGate = true; // GameDateManager.Instance.LandID = wordID; // GameDateManager.Instance.ZoneID = zoneID; // GameDateManager.Instance.GateID = gateID; // GameDateManager.Instance.GateDifficulty = 0; // UI_BaseMainWindow.Instance().onClicked_FunMenu(1002); // PanelHelper.Instance.ClosePanel("UI_BaseMainWindow"); // } // } // } // break; //// 去关卡访问NPC //case Enum_GotoType.gate_for_npc: // { // // 暂时只取第一个 // if (pars.Count > 0) // { // int npcId = int.Parse( pars[2]); // sm_npc npc = sm_npc.GetMoById(npcId); // sm_build buildInfo = sm_build.GetMoById(npc.buildId); // if (buildInfo.sceneRes != "") // { // Entrance_WorldMap.mainUIBuilder.SelectBuilder(npc.buildId, () => // { // // LevelManager.Instance().LoadLevel(E_Level.Battle, buildInfo.sceneRes, buildInfo.id); // LevelManager.Instance().LoadLevel(buildInfo.sceneRes, "", buildInfo.id, 0); // }); // } // else // { // PanelHelper.Instance.ShowPanel("UI_BuildDialogWindow", panel => // { // }, buildInfo.id.ToString()); // } // } // } // break; ///// ///// 英雄技能界面, 参数:herouid ///// //case Enum_GotoType.heroSkill: // { // if (pars.Count > 0) // { // int heroTID = pars[0]; // GameHeroVo heroVO = UserProxy.Instance.player.collectHero.GetHeroGameInfoByModelID(heroTID.ToString()); // if (heroVO != null) // { // PanelHelper.Instance.ShowPanel("YL_SkillInfoWindow", null, heroVO); // } // } // } // break; ///// ///// 英雄属性界面, 参数:herouid ///// //case Enum_GotoType.heroProperty: // { // ///不得已而为之,如果进过战斗,那么这里创建的角色会影响heroscene场景里的相机.我先删除,回头再寻求更好的解决 // GameObject rolemanage = GameObject.Find("RoleManager"); // if (rolemanage != null) // { // CleanContent(rolemanage); // } // LevelManager.Instance().LoadLevel("HeroScene", "UI_NewHeroTeamWindow", null, 3, E_Level.HeroInfo); // } // break; ///// ///// 英雄武器装备界面,参数:herouid ///// //case Enum_GotoType.heroWeapon: // { // GameObject rolemanage = GameObject.Find("RoleManager"); // if (rolemanage != null) // { // CleanContent(rolemanage); // } // LevelManager.Instance().LoadLevel("HeroScene", "UI_NewHeroTeamWindow", "0,2", 3, E_Level.HeroInfo); // } // break; ///// ///// 英雄言灵装备界面,参数:herouid ///// //case Enum_GotoType.heroYanling: // { // GameObject rolemanage = GameObject.Find("RoleManager"); // if (rolemanage != null) // { // CleanContent(rolemanage); // } // LevelManager.Instance().LoadLevel("HeroScene", "UI_NewHeroTeamWindow", "0,1", 3, E_Level.HeroInfo); // } // break; ///// ///// 跳转唤灵师界面 ///// //case Enum_GotoType.heroList: // { // GameObject rolemanage = GameObject.Find("RoleManager"); // if (rolemanage != null) // { // CleanContent(rolemanage); // } // LevelManager.Instance().LoadLevel("HeroScene", "UI_NewHeroTeamWindow", null, 3, E_Level.HeroInfo); // } // break; ///// ///// 跳转任务卡商店, 参数:无 ///// //case Enum_GotoType.taskCardShop: // { // PanelHelper.Instance.ShowPanel("UI_TaskCardShopWindow"); // } // break; ///// ///// 跳转邮件界面, 参数:无 ///// //case Enum_GotoType.mail: // { // PanelHelper.Instance.ShowPanel("UI_MailWindow"); // } // break; ///// ///// 跳转言灵列表界面, 参数: 无 ///// //case Enum_GotoType.yanlingList: // { // PanelHelper.Instance.ShowPanel("UI_YanLingBagWindow"); // } // break; ///// ///// 跳转圣哲学院界面, 参数: 无 ///// //case Enum_GotoType.school: // { // PanelHelper.Instance.ShowPanel("UI_TaskWindow", null, 3); // } // break; ///// ///// 跳转无尽塔界面, 参数: 无 ///// //case Enum_GotoType.endlesstower: // { // if (UserProxy.Instance.player.baseInfo.level >= stepVo.mo().minlv) // { // PanelHelper.Instance.ShowPanel("UI_EndlessTowerWindow"); // } // else // { // PanelHelper.Instance.ShowPanel("UI_BaseMainWindow"); // UI_CueDialog.Instance().Open("玩家等级需达到" + stepVo.mo().minlv + "级!"); // } // } // break; ///// ///// 跳转材料副本, 参数: gateid ///// ///// ///// 跳转神庙抽奖, 参数: 无 ///// //case Enum_GotoType.temple: // { // PanelHelper.Instance.ShowPanel("UI_TempleWindow"); // } // break; ///// /////世界BOSS前往, 参数: gateid ///// //case Enum_GotoType.worldboss: // { // // 暂时只取第一个 // if (pars.Count > 0) // { // int gateID = pars[0]; // if (gateID == 506002) // { // GameDateManager.Instance.WordBossID = 2; // } // else // { // GameDateManager.Instance.WordBossID = 1; // } // GameDateManager.Instance.GateID = gateID; // GameDateManager.Instance.GateVO = new UIVO_Gate.SelectGateVo((UIVO_Gate.EGateDiffculty)GameDateManager.Instance.GateDifficulty); // GameDateManager.Instance.GateVO.gateId = gateID; // RoleManager.Instance.ClearRoleRes(); // EventComponent eventCmpt = GameEntry.GetComponent(); // SceneCmptManager.Instance.Reset(); // eventCmpt.FireNow(taskTracking, new MainEventGoBattle(GameDateManager.Instance.GateID, GameDateManager.Instance.GateDifficulty)); // } // } // break; //// 去通过关卡 //case Enum_GotoType.gate_main_any: // { // GameDateManager.Instance.gotoGate = false; // UI_BaseMainWindow.Instance().onClicked_FunMenu(1002); // PanelHelper.Instance.ClosePanel("UI_BaseMainWindow"); // } // break; case Enum_GotoType.materialCarbon: { // 暂时只取第一个 if (pars.Count > 0) { int zoneId = int.Parse(pars[0]); int mapId = int.Parse(pars[1]); int fubenId = int.Parse(pars[2]); Role ctrlRole = RoleManager.Instance.GetPlayer(); List mapLists = SceneCmptManager.Instance.GetAllMapSwitchCmpt(); foreach (var map in mapLists) { SceneEventMapSwitch sceneEventMap = map.GetComponent(); // 后两位是楼层,前往不需要楼层 if (sceneEventMap.NextMapId == (fubenId / 100)) { CalculatePathPos(ctrlRole.transform.position, sceneEventMap.transform.position); break; } } } } break; // 去关卡访问NPC case Enum_GotoType.new_npc: { // 暂时只取第一个 if (pars.Count >= 3) { int zoneId = int.Parse(pars[0]); int mapId = int.Parse(pars[1]); int npcId = int.Parse(pars[2]); Role ctrlRole = RoleManager.Instance.GetPlayer(); GameObject obj = GameObject.Find("SceneObj/npcList/Npc_" + npcId); // 当前地图存在所找NPC if (obj) { obj.SetActive(false); obj.SetActive(true); CalculatePathPos(ctrlRole.transform.position, obj.transform.position); } // 不存在,直接去传送 else { ToChuanSong(mapId); } } } break; case Enum_GotoType.new_monster: { // 暂时只取第一个 if (pars.Count >= 3) { int zoneId = int.Parse(pars[0]); int mapId = int.Parse(pars[1]); string spawnerName = pars[2]; Role ctrlRole = RoleManager.Instance.GetPlayer(); // 不在同一张地图,去传送 if (UserProxy.Instance.player.newMap.curMapId != mapId) { ToChuanSong(mapId); } else { // 去找怪物孵化点 GameObject obj = GameObject.Find("Spawners/" + spawnerName); if (obj && obj.transform.GetChild(0)) { CalculatePathPos(ctrlRole.transform.position, obj.transform.GetChild(0).transform.position); } // 孵化点不存在,去传送 else { ToChuanSong(mapId); } } } } break; case Enum_GotoType.new_main: { PanelHelper.Instance.ShowPanel("UI_BaseMainWindow"); } break; } } /// /// 前往传送 /// /// private static void ToChuanSong(int targetMapid) { Role ctrlRole = RoleManager.Instance.GetPlayer(); float chuanSongDis = 0; float nextMapDis = 0; // 传送阵坐标 Vector3 chuanSongPos = NpcManager.Instance.GetAllNpc()[1011].gameObject.transform.position; chuanSongDis = Vector3.Distance(ctrlRole.transform.position, chuanSongPos); // 下一章地图传送点坐标 Vector3 nextMapPos = Vector3.zero; List mapLists = SceneCmptManager.Instance.GetAllMapSwitchCmpt(); foreach (var map in mapLists) { SceneEventMapSwitch sceneEventMap = map.GetComponent(); if (sceneEventMap.NextMapId == targetMapid) { nextMapPos = sceneEventMap.transform.position; nextMapDis = Vector3.Distance(ctrlRole.transform.position, nextMapPos); break; } } // 有下一章地图信息,且地图已解锁 if (UserProxy.Instance.player.newMap.unlockedFootholds.ContainsKey(targetMapid) && UserProxy.Instance.player.newMap.unlockedFootholds[targetMapid].transmissionIsOk) { // 下一章地图的距离有效,切人物离得近,直接通过地图传送点过去 if (nextMapDis >= 0.01f && nextMapDis < chuanSongDis) { CalculatePathPos(ctrlRole.transform.position, nextMapPos); } else { CalculatePathPos(ctrlRole.transform.position, chuanSongPos); } } // 去地图切换点 else { // 下一章地图的距离有效,直接通过地图传送点过去 if (nextMapDis >= 0.01f) { CalculatePathPos(ctrlRole.transform.position, nextMapPos); } else { CalculatePathPos(ctrlRole.transform.position, chuanSongPos); } } } // 计算路径点 public static void CalculatePathPos(Vector3 curPos, Vector3 _targetPos) { if (lineRenderer == null) { Role ctrlRole = RoleManager.Instance.GetPlayer(); lineRenderer = ctrlRole.transform.Find("Line").GetComponent(); } targetPos = _targetPos; NavMeshMoving = false; if (showLine) { lineRenderer.positionCount = 0; lineRenderer.enabled = false; showLine = false; } else { lineRenderer.positionCount = 0; lineRenderer.enabled = true; showLine = true; } ////创建路径 //NavMesh.CalculatePath(curPos, targetPos, NavMesh.AllAreas, targetNavMeshPath); ////改变路径中每个点的位置,为了不贴边缘走,这样很怪。 //for (int i = 1; i < targetNavMeshPath.corners.Length - 2; i++) //{ // bool result = NavMesh.FindClosestEdge(targetNavMeshPath.corners[i], out hit, NavMesh.AllAreas); // if (result) // { // targetNavMeshPath.corners[i] = hit.position + hit.normal * dis; // targetPathPos.Add(targetNavMeshPath.corners[i]); // if (targetPathObj.Count >= targetPathPos.Count) // { // targetPathObj[targetPathPos.Count -1].transform.position = targetNavMeshPath.corners[i]; // } // else // { // GameObject obj = (GameObject)Instantiate(footObj, targetNavMeshPath.corners[i],Quaternion.identity); // obj.SetActive(true); // targetPathObj.Add(obj); // } // } //} //targetPathPos.Add(targetPos); //if (targetPathObj.Count >= targetPathPos.Count) //{ // targetPathObj[targetPathPos.Count - 1].transform.position = targetPos; //} //else //{ // GameObject obj = (GameObject)Instantiate(footObj, targetPos, Quaternion.identity); // obj.SetActive(true); // targetPathObj.Add(obj); //} //NavMeshMoving = true; } /// /// 获取任务目标GameObject /// /// 参数 public static GameObject GetTaskTargetObj(Ins_TaskStepVo stepVo) { if (stepVo == null) { return null; } Enum_GotoType gotoType = stepVo.Goto.GotoType; List pars = stepVo.Goto.Params; switch (gotoType) { case Enum_GotoType.materialCarbon: { // 暂时只取第一个 if (pars.Count > 0) { int zoneId = int.Parse(pars[0]); int mapId = int.Parse(pars[1]); int fubenId = int.Parse(pars[2]); Role ctrlRole = RoleManager.Instance.GetPlayer(); List mapLists = SceneCmptManager.Instance.GetAllMapSwitchCmpt(); foreach (var map in mapLists) { SceneEventMapSwitch sceneEventMap = map.GetComponent(); // 后两位是楼层,前往不需要楼层 if (sceneEventMap.NextMapId == (fubenId / 100)) { return sceneEventMap.gameObject; } } } } break; // 去关卡访问NPC case Enum_GotoType.new_npc: { // 暂时只取第一个 if (pars.Count >= 3) { int mapId = int.Parse(pars[0]); int zoneId = int.Parse(pars[1]); int npcId = int.Parse(pars[2]); GameObject obj = GameObject.Find("SceneObj/npcList/Npc_" + npcId); if (obj) { return obj; } else { LogHelper.Log("查找NPC失败:" + npcId); int mapid = sm_npc.GetMoById(npcId).scene_node; // 去传送点 if (UserProxy.Instance.player.newMap.unlockedFootholds.ContainsKey(mapid) && UserProxy.Instance.player.newMap.unlockedFootholds[mapid].transmissionIsOk) { // 去找传送阵 if (UserProxy.Instance.player.newMap.curMapId != zoneId) { if (NpcManager.Instance.GetAllNpc().ContainsKey(1011)) { GameObject npcObj = NpcManager.Instance.GetAllNpc()[1011].gameObject; return npcObj; } } } // 去地图切换点 else { List mapLists = SceneCmptManager.Instance.GetAllMapSwitchCmpt(); foreach (var map in mapLists) { SceneEventMapSwitch sceneEventMap = map.GetComponent(); if (sceneEventMap.NextMapId == mapid) { return sceneEventMap.gameObject; } } } } } } break; case Enum_GotoType.new_monster: { // 暂时只取第一个 if (pars.Count >= 3) { int mapId = int.Parse(pars[0]); int zoneId = int.Parse(pars[1]); string spawnerName = pars[2]; // 去找传送阵 if (UserProxy.Instance.player.newMap.curMapId != zoneId) { GameObject npcObj = NpcManager.Instance.GetAllNpc()[1011].gameObject; return npcObj; } // 找怪物 else { GameObject obj = GameObject.Find("Spawners/" + spawnerName).transform.GetChild(0).gameObject; return obj; } } } break; } return null; } /// /// 停止前往 /// public static void StopGoTo() { if (NavMeshMoving) { NavMeshMoving = false; Role ctrlRole = RoleManager.Instance.GetPlayer(); ctrlRole.mNavMeshAgent.isStopped = true; HeroPlayerController.Instance.SetAutoMoveDirection(Vector2.zero); } } float fTime = 0; private void Update() { if(showLine) { //fTime -= Time.deltaTime; //if (fTime > 0) //{ // return; //} //else //{ // fTime = 0.2f; //} Role ctrlRole = RoleManager.Instance.GetPlayer(); if (ctrlRole == null) { return; } //创建路径 NavMesh.CalculatePath(ctrlRole.transform.position, targetPos, NavMesh.AllAreas, targetNavMeshPath); float dis = 999; if (targetNavMeshPath.corners.Length > 0 && targetNavMeshPath.corners.Length <= 2) { dis = Vector3.Distance(ctrlRole.transform.position, targetNavMeshPath.corners[targetNavMeshPath.corners.Length - 1]); } if (targetNavMeshPath.corners.Length <= 0 || dis < 1.5f) { lineRenderer.positionCount = 0; lineRenderer.enabled = false; NavMeshMoving = false; return; } Vector3[] _path = targetNavMeshPath.corners; //lineRenderer.positionCount = _path.Length; lineRenderer.SetVertexCount(_path.Length); for (int i = 0; i < _path.Length; i++) { Debug.Log(i + "= " + _path[i]); lineRenderer.SetPosition(i, _path[i]); } } if (NavMeshMoving) { Role ctrlRole = RoleManager.Instance.GetPlayer(); if (ctrlRole == null) { NavMeshMoving = false; return; } if (targetPathIndex < targetPathPos.Count) { float dis = Vector3.Distance(ctrlRole.transform.position, targetPathPos[targetPathIndex]); if (dis <= 2.0f) { targetPathObj[targetPathIndex].SetActive(false); targetPathIndex++; } else { if (ctrlRole.mNavMeshAgent.isStopped == true) { ctrlRole.mNavMeshAgent.isStopped = false; } if (ctrlRole.mNavMeshAgent.destination != targetPathPos[targetPathIndex]) { ctrlRole.mNavMeshAgent.SetDestination(targetPathPos[targetPathIndex]); } Vector2 dir = new Vector2(ctrlRole.mNavMeshAgent.desiredVelocity.x, ctrlRole.mNavMeshAgent.desiredVelocity.z); dir.Normalize(); HeroPlayerController.Instance.SetAutoMoveDirection(dir); } } else { NavMeshMoving = false; if (ctrlRole.mNavMeshAgent.isStopped == false) { ctrlRole.mNavMeshAgent.isStopped = true; HeroPlayerController.Instance.SetAutoMoveDirection(Vector2.zero); } } } } /// /// 删除容器内的物体 /// /// private static void CleanContent(GameObject Group) { int childCount = Group.transform.childCount; if (childCount == 0) { return; } var children = new List(); for (int i = 0; i < childCount; ++i) { var child = Group.transform.GetChild(i).gameObject; children.Add(child); } for (int i = 0; i < childCount; ++i) { var child = children[i]; #if UNITY_EDITOR UnityEngine.Object.DestroyImmediate(child); #else UnityEngine. Object.Destroy(child); #endif } } }