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701 lines
24 KiB
701 lines
24 KiB
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using AX.InputSystem; |
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using AX.MessageSystem; |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using System.Linq; |
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using UnityEngine; |
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using UnityEngine.AI; |
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[RequireComponent(typeof(NavMeshAgent))] |
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public class AgentController : MonoBehaviour |
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{ |
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private NavMeshAgent agent; |
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private NavMeshPath NavMeshPath; |
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private NavMeshQueryFilter filter; |
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private Vector3 pointhit; |
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private GameObject hitObj; |
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public List<Vector3> corners = new List<Vector3>(); |
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private Vector3 lastPosition; |
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public bool pathFindEnable; |
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public bool FixedArmFlag; |
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private float speed; |
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private float angularSpeed; |
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public List<Vector3> TargetPoint = new List<Vector3>(); |
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private float oriStopDis;//初始停止距离 |
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private void Awake() |
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{ |
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pathFindEnable = true; |
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agent = GetComponent<NavMeshAgent>(); |
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speed = agent.speed; |
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angularSpeed = agent.angularSpeed; |
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MessageDispatcher.AddListener("ReplayEvent", ReplayAgent); |
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MessageDispatcher.AddListener("ReplayEvent", ReplayCautionAreaTip); |
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MessageDispatcher.AddListener("ReplayStatusChanged", ReplayStatusChanged); |
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} |
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void OnEnable() |
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{ |
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MessageDispatcher.AddListener("PATH_FINDING_COMMAND", PathFinding); |
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} |
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void OnDisable() |
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{ |
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MessageDispatcher.RemoveListener("PATH_FINDING_COMMAND", PathFinding); |
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} |
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void OnDestroy() |
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{ |
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MessageDispatcher.RemoveListener("PATH_FINDING_COMMAND", PathFinding); |
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MessageDispatcher.RemoveListener("ReplayEvent", ReplayAgent); |
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MessageDispatcher.RemoveListener("ReplayEvent", ReplayCautionAreaTip); |
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MessageDispatcher.RemoveListener("ReplayStatusChanged", ReplayStatusChanged); |
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} |
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private void ReplayStatusChanged(IMessage obj) |
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{ |
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//if (!agent.isOnNavMesh) |
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// return; |
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var Status = (ReplayStatus)obj.Data; |
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switch (Status) |
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{ |
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case ReplayStatus.normal: |
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if (agent.isOnNavMesh && agent.isStopped) |
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{ |
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agent.isStopped = false; |
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} |
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break; |
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case ReplayStatus.pause: |
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if (agent.isOnNavMesh && !agent.isStopped) |
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{ |
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agent.isStopped = true; |
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} |
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break; |
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case ReplayStatus.over: |
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break; |
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default: |
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break; |
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} |
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} |
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public void Stop() |
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{ |
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corners.Clear(); |
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StopAllCoroutines(); |
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agent.SetDestination(this.transform.position); |
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} |
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void Start() |
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{ |
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oriStopDis = GetComponent<NavMeshAgent>().stoppingDistance; |
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NavMeshPath = new NavMeshPath(); |
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filter = new NavMeshQueryFilter |
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{ |
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agentTypeID = agent.agentTypeID, |
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areaMask = agent.areaMask |
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}; |
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if (GetComponent<TruckMessages>()) |
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{ |
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NavMesh.CalculatePath(transform.position, transform.position, filter, NavMeshPath); |
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Vector3[] b = NavMeshPath.corners; |
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if (b.Length < 1) |
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{ |
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agent.enabled = false; |
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} |
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else |
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{ |
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agent.enabled = true; |
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} |
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} |
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} |
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//check for mouse input |
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void Update() |
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{ |
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} |
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IEnumerator ReplayEventWaitPosition(Vector3 pos) |
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{ |
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yield return new WaitForEndOfFrame(); |
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agent.SetDestination(pos); |
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} |
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private void ReplayAgent(IMessage obj) |
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{ |
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var eventData = (EventData)obj.Data; |
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if (eventData.eventType == RecordEventType.Agent) |
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{ |
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var data = JsonUtility.FromJson<AgentRecordData>(eventData.json); |
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if (data.GameId == GetComponent<CloneGameObjInfo>().GameObjID) |
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{ |
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//MessageDispatcher.AddListener("ReplayStatusChanged", ReplayStatusChanged); |
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ReplayManager_ChangeReplaySpeed(GlobalVariable.ReplaySpeed); |
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ReplayManager.ChangeReplaySpeed += ReplayManager_ChangeReplaySpeed; |
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if (agent && agent.isOnNavMesh) |
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{ |
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agent.SetDestination(data.TargetPoint); |
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} |
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//else |
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//{ |
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// StartCoroutine(ReplayEventWaitPosition(data.TargetPoint)); |
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// } |
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} |
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} |
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} |
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private void ReplayManager_ChangeReplaySpeed(int obj) |
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{ |
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if (agent) |
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{ |
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agent.speed = speed * GlobalVariable.ReplaySpeed; |
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agent.angularSpeed = angularSpeed * GlobalVariable.ReplaySpeed; |
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} |
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} |
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private void PathFinding(IMessage obj) |
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{ |
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if (SelectedObjs.selectedCharacters.Contains(gameObject) || SelectedObjs.selectedObj == gameObject) |
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{ |
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if (pathFindEnable && !FixedArmFlag) |
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{ |
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var data = (PathFindingCmdArgs)obj.Data; |
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pointhit = data.hitPoint; |
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StopAllCoroutines(); |
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corners.Clear(); |
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bool flag = setPathCorners(transform.position, pointhit, corners); |
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if (flag) |
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{ |
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// pointerObj.transform.position = pointhit; |
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hitObj = EntitiesManager.Instance.GetEntityByID(data.gameObjID); |
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//setFloorMessage(hitObj.transform); |
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removeNoMainCorners(corners); |
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StartCoroutine(GoToDestination()); |
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var objinfo = GetComponent<BaseGameObjInfo>(); |
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//if (objinfo.gameObjType != CloneObjType.fireman && objinfo.gameObjType != CloneObjType.ObligationFireman) |
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//{ |
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// MessageDispatcher.SendMessage(GetComponent<BaseGameObjInfo>().GameObjID, "SetpathIndex"); |
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//} |
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if (tag == "Player") |
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{ |
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//先判断:是否进入警戒区 |
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// checkEnterCautionArea(pointhit); |
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FireManMessage mess = GetComponent<FireManMessage>(); |
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//GetComponent<XiaoFangYuanDrawLine>().setLine(); |
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if (mess.workType == FireManSkills.LayLifeSavingFlarePath || |
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mess.workType == FireManSkills.LayWaterHose || |
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mess.workType == FireManSkills.SprayFoam || |
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mess.workType == FireManSkills.SprayWater || |
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mess.workType == FireManSkills.Decontamination) |
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{ |
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GetComponent<XiaoFangYuanDrawLine>().setPath(corners.ToArray()); |
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} |
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} |
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} |
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else |
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ResourceLoadWindow.Instance.LoadTextHintWindow("不能抵达", 1f); |
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} |
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else |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("不能移动", 1f); |
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} |
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} |
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} |
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public static event Func<Vector3, IntData, IntData> checkCautionAreaEntering; |
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private void checkEnterCautionArea(Vector3 pointhit) |
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{ |
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IntData data = new IntData(0); |
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if (checkCautionAreaEntering != null) |
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data = checkCautionAreaEntering(pointhit, data); |
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if (data.value > 0) |
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{ |
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string warning = ""; |
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//即将进入警戒区,判断是否按要求装备 |
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Bag bag = GetComponent<Bag>(); |
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bool detectEquiped = false; //是否携带侦测类仪器 |
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bool breathEquiped = false; //是否装备空呼 |
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bool clothEquiped = false; //是否装备防化服 |
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bool phoneEquiped = false; //是否装备对讲机 |
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foreach (Equip equip in bag.EquipList) |
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{ |
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if (equip.Name == "有毒气体探测仪") |
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{ |
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detectEquiped = true; |
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} |
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if (equip.Name == "正压式空气呼吸器") |
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{ |
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breathEquiped = true; |
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} |
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if (equip.Name.Contains("防化服")) |
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{ |
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clothEquiped = true; |
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} |
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if (equip.Name.Contains("通信")) |
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{ |
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phoneEquiped = true; |
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} |
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} |
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if (detectEquiped && breathEquiped && clothEquiped && phoneEquiped) |
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{ |
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//如果按要求装备,就不提示 |
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return; |
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} |
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else |
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{ |
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warning += "即将进入警戒区,但未按要求装备:\n"; |
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if (!detectEquiped) |
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warning += "有毒气体探测仪"; |
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if (!breathEquiped) |
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warning += " 空气呼吸器"; |
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if (!clothEquiped) |
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warning += " 防化服"; |
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if (!phoneEquiped) |
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warning += " 通信设备"; |
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ResourceLoadWindow.Instance.LoadTipWindow(warning, () => { }, null); |
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AddCautionAreaTipEvent(warning); |
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} |
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} |
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} |
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public bool CheckHasPath(Vector3 pointhit) |
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{ |
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StopAllCoroutines(); |
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corners.Clear(); |
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bool flag = setPathCorners(transform.position, pointhit, corners); |
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return flag; |
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} |
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private void AddCautionAreaTipEvent(string warning) |
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{ |
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if (ReplaySetting.PlayStatus == PlayStatus.isEditor && RecordManager.Instance.recordStatus == RecordStatus.normal) |
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{ |
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var eventData = new EventData(); |
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eventData.time = RecordManager.Instance.RecordTimer; |
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eventData.cloneObjType = GetComponent<CloneGameObjInfo>().gameObjType; |
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eventData.eventType = RecordEventType.CautionAreaTip; |
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CautionAreaTipData data = new CautionAreaTipData(); |
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data.gameObjID = GetComponent<CloneGameObjInfo>().gameObjID; |
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data.warning = warning; |
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eventData.json = JsonUtility.ToJson(data); |
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RecordManager.Instance.jsonData.eventDataList.Add(eventData); |
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} |
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} |
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private void ReplayCautionAreaTip(IMessage obj) |
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{ |
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var eventData = (EventData)obj.Data; |
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if (eventData.eventType == RecordEventType.CautionAreaTip) |
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{ |
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CautionAreaTipData data = JsonUtility.FromJson<CautionAreaTipData>(eventData.json); |
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if (data.gameObjID == GetComponent<CloneGameObjInfo>().gameObjID) |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow(data.warning, Mathf.Clamp(2 / GlobalVariable.ReplaySpeed, 1, 2)); |
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} |
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} |
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} |
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bool ArriveFlag(Vector3 transformpos, Vector3 pointhit) |
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{ |
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// StopAllCoroutines(); |
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// corners.Clear(); |
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return setPathCorners(transformpos, pointhit, corners); |
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} |
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public void AutoPathFinding(List<Vector3> TargetPoint) |
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{ |
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if (pathFindEnable && !FixedArmFlag) |
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{ |
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StopAllCoroutines(); |
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corners.Clear(); |
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var templeteCorners = new List<Vector3>(); |
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for (int i = 0; i < TargetPoint.Count; i++) |
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{ |
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if (i == 0) |
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{ |
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templeteCorners.Clear(); |
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bool flag = setPathCorners(transform.position, TargetPoint[i], templeteCorners); |
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if (flag) |
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{ |
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foreach (Vector3 point in templeteCorners) |
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{ |
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corners.Add(point); |
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} |
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} |
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else |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("不能抵达", 2f); |
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return; |
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} |
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} |
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else |
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{ |
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templeteCorners.Clear(); |
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bool flag = setPathCorners(TargetPoint[i - 1], TargetPoint[i], templeteCorners); |
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if (flag) |
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{ |
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foreach (Vector3 point in templeteCorners) |
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{ |
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corners.Add(point); |
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} |
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} |
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else |
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{ |
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ResourceLoadWindow.Instance.LoadTextHintWindow("不能抵达", 2f); |
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return; |
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} |
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} |
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} |
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//removeNoMainCorners(corners); |
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StartCoroutine(GoToDestination()); |
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} |
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} |
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IEnumerator PathFinding(List<Vector3> TargetPoint) |
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{ |
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this.TargetPoint = TargetPoint; |
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StopAllCoroutines(); |
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corners.Clear(); |
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int a = 0; |
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while (a < TargetPoint.Count) |
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{ |
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if (a == 0) |
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ArriveFlag(transform.position, TargetPoint[a]); |
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else |
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ArriveFlag(TargetPoint[a - 1], TargetPoint[a]); |
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//if (ArriveFlag(transform.position, TargetPoint[a])) |
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// StartCoroutine(GoToDestination()); |
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//// ArriveFlag(transform.position, TargetPoint[a]); |
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a++; |
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} |
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if (a == TargetPoint.Count) |
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{ |
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removeNoMainCorners(corners); |
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StartCoroutine(GoToDestination()); |
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yield return true; |
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} |
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} |
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public static bool InNavMesh(Vector3 tagent) |
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{ |
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NavMeshHit hit; |
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NavMeshQueryFilter filter = new NavMeshQueryFilter(); |
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var agent = GameObject.Find("CarAgent").GetComponent<NavMeshAgent>(); |
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filter.agentTypeID = agent.agentTypeID; |
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filter.areaMask = agent.areaMask; |
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var hasHit = NavMesh.SamplePosition(tagent, out hit, 1, filter); |
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return hasHit; |
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} |
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public static List<Vector3> LiSan(Vector3 center, int count, Vector3 size) |
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{ |
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List<Vector3> list = new List<Vector3>(); |
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list.Add(center);//先加入目的地 |
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int num = 1; |
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while (list.Count < count) |
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{ |
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var tagent = new Vector3(center.x, center.y, center.z + size.z * num); |
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if (InNavMesh(tagent)) |
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list.Add(tagent); |
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else |
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{ |
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if (Vector3.Distance(center, tagent) >= (count + 3) * size.z) |
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break; |
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} |
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num++; |
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} |
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num = 1; |
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while (list.Count < count) |
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{ |
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var tagent = new Vector3(center.x, center.y, center.z - size.z * num); |
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if (InNavMesh(tagent)) |
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list.Add(tagent); |
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else |
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{ |
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if (Vector3.Distance(center, tagent) >= (count + 3) * size.z) |
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break; |
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} |
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num++; |
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} |
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num = 1; |
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while (list.Count < count) |
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{ |
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var tagent = new Vector3(center.x + size.x * num, center.y, center.z); |
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if (InNavMesh(tagent)) |
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list.Add(tagent); |
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else |
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{ |
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if (Vector3.Distance(center, tagent) >= (count + 3) * size.x) |
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break; |
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} |
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num++; |
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} |
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num = 1; |
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while (list.Count < count) |
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{ |
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var tagent = new Vector3(center.x - size.x * num, center.y, center.z); |
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if (InNavMesh(tagent)) |
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list.Add(tagent); |
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else |
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{ |
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if (Vector3.Distance(center, tagent) >= (count + 3) * size.x) |
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break; |
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} |
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num++; |
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} |
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//找到的点不够,添加最后重复点 |
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if (list.Count < count) |
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{ |
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var point = list[list.Count - 1]; |
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for (int i = list.Count; i < count; i++) |
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{ |
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var tagent = point; |
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list.Add(tagent); |
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} |
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} |
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return list; |
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} |
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public static bool InNavMesh(Vector3 center, Vector3 tagent) |
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{ |
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NavMeshHit hit; |
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NavMeshQueryFilter filter = new NavMeshQueryFilter(); |
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filter.agentTypeID = 0; |
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filter.areaMask = 1; |
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NavMesh.Raycast(center, tagent, out hit, filter); |
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return hit.mask == filter.areaMask; |
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} |
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EventData eventData; |
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//loops over path positions, sets the |
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//current target destination of this agent |
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IEnumerator GoToDestination() |
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{ |
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int i = 1; |
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while (i < corners.Count) |
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{ |
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NavMeshPath NavMeshPath = new NavMeshPath(); |
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NavMesh.CalculatePath(transform.position, corners[i], filter, NavMeshPath); |
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if (RecordEvent.IsRecord()) |
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{ |
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/* eventData = RecordEvent.CreateLinearEventData(CloneObjType.None, RecordEventType.LinearData);*///GetComponent<BaseGameObjInfo>().gameObjType |
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AgentRecordData AgentRecordData = new AgentRecordData |
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{ |
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TargetPoint = corners[i], |
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GameId = GetComponent<BaseGameObjInfo>().GameObjID |
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}; |
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//RecordEvent.AddLinearEventData(eventData, GetComponent<BaseGameObjInfo>().GameObjID, JsonUtility.ToJson(AgentRecordData)); |
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eventData = RecordEvent.AddEventData(CloneObjType.None, RecordEventType.Agent, JsonUtility.ToJson(AgentRecordData)); |
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} |
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agent.SetDestination(corners[i]); |
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while (agent.pathPending) |
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yield return null; |
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//wait until we reached this position |
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float remain = Vector3.Distance(transform.position, corners[i]); |
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while (remain == Mathf.Infinity || remain - agent.stoppingDistance > float.Epsilon) |
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{ |
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remain = Vector3.Distance(transform.position, corners[i]); |
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if (RecordEvent.IsRecord())//正在寻路开记录节点 |
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if (eventData == null) |
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{ |
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AgentRecordData AgentRecordData = new AgentRecordData |
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{ |
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TargetPoint = corners[i], |
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GameId = GetComponent<BaseGameObjInfo>().GameObjID |
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}; |
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eventData = RecordEvent.AddEventData(CloneObjType.None, RecordEventType.Agent, JsonUtility.ToJson(AgentRecordData)); |
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} |
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//if (RecordEvent.IsRecordPause())//记录暂定 停止寻路 |
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//{ |
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// agent.isStopped = true; |
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//} |
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//else |
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//{ |
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// if (RecordEvent.IsRecord() && agent.isStopped) |
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// { |
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// agent.isStopped = false; |
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// eventData = null; |
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// } |
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//} |
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yield return null; |
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} |
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if (eventData != null) |
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{ |
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eventData = null; |
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} |
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var objinfo = GetComponent<BaseGameObjInfo>(); |
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if (objinfo.gameObjType == CloneObjType.FireMan) |
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|
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{ |
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setFloorMessage(); |
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} |
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else if (objinfo.GetComponent<TruckMessages>()) |
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{ |
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setFloorMessage(false); |
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} |
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i++; |
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} |
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if (i == corners.Count) |
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{ |
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corners.Clear(); |
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yield return true; |
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} |
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} |
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private void setFloorMessage(bool isFireman = true) |
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{ |
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//璁剧疆瀵昏矾瀵硅薄妤煎眰灞炴€? |
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Vector3 adPos2 = transform.position; |
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Ray ray = new Ray(adPos2 + Vector3.up, Vector3.down); |
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RaycastHit hit = new RaycastHit(); |
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if (isFireman) |
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{ |
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if (Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("ManRode", "CarRode"))) |
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{ |
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if (hit.transform.gameObject.GetComponent<CloneGameObjInfo>()) |
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{ |
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CloneGameObjInfo msg = GetComponent<CloneGameObjInfo>(); |
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CloneGameObjInfo hitinfo = hit.transform.gameObject.GetComponent<CloneGameObjInfo>(); |
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msg.buildNum = hitinfo.buildNum; |
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msg.floorNum = hitinfo.floorNum; |
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msg.interlayerNum = hitinfo.interlayerNum; |
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//msg.inOutType = hitinfo.inOutType; |
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if (!SelectedObjs.selectedCharacters.Contains(gameObject)) |
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{ |
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msg.UpdateFloorEnabled(GlobalVariable.CurrentFloor); |
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} |
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return; |
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} |
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} |
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} |
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else |
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{ |
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if (Physics.Raycast(ray, out hit, LayerMask.NameToLayer("CarRoad"))) |
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{ |
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if (hit.transform.gameObject.GetComponent<CloneGameObjInfo>()) |
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{ |
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CloneGameObjInfo msg = GetComponent<CloneGameObjInfo>(); |
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CloneGameObjInfo hitinfo = hit.transform.gameObject.GetComponent<CloneGameObjInfo>(); |
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msg.buildNum = hitinfo.buildNum; |
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msg.floorNum = hitinfo.floorNum; |
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msg.interlayerNum = hitinfo.interlayerNum; |
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return; |
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} |
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} |
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} |
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|
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} |
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bool setPathCorners(Vector3 sourcePosition, Vector3 targetPosition, List<Vector3> corners) |
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{ |
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NavMeshPath NavMeshPath = new NavMeshPath(); |
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NavMesh.CalculatePath(sourcePosition, targetPosition, filter, NavMeshPath); |
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Vector3[] b = NavMeshPath.corners; |
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if (b.Length == 1) |
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{ |
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//Debug.Log("断裂"); |
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return false; |
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} |
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if (NavMeshPath.status == NavMeshPathStatus.PathComplete) |
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{ |
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//Debug.Log("PathComplete"); |
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foreach (Vector3 corner in b) |
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{ |
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if (!corners.Contains(corner)) |
|
{ |
|
corners.Add(corner); |
|
} |
|
} |
|
return true; |
|
} |
|
else if (NavMeshPath.status == NavMeshPathStatus.PathPartial) |
|
{ |
|
if (Vector3.Distance(b[b.Length - 1], lastPosition) == 0) |
|
{ |
|
//Debug.Log("(" + sourcePosition.x + "," + sourcePosition.y + "," + sourcePosition.z + ")、(" + lastPosition.x + "," + lastPosition.y + "," + lastPosition.z + ")"); |
|
//Debug.Log("进入死循环"); |
|
|
|
return false; |
|
} |
|
foreach (Vector3 corner in b) |
|
{ |
|
if (!corners.Contains(corner)) |
|
{ |
|
corners.Add(corner); |
|
} |
|
} |
|
lastPosition = sourcePosition; |
|
return setPathCorners(b[b.Length - 1], targetPosition, corners); |
|
} |
|
else if (NavMeshPath.status == NavMeshPathStatus.PathInvalid) |
|
{ |
|
return false; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
void removeNoMainCorners(List<Vector3> corners) |
|
{ |
|
for (int i = 0; i < corners.Count - 1; i++) |
|
{ |
|
for (int k = corners.Count - 2; k > i; k--) |
|
{ |
|
float distance = Vector3.Distance(corners[i], corners[k]);//计算两点的距离 |
|
if (distance < 5) |
|
{ |
|
for (int j = k; j > i; j--) |
|
{ |
|
corners.RemoveAt(j); |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
public void MuitiNav(List<Vector3> MuitiPoints,int dis) |
|
{ |
|
List<Vector3> posints = new List<Vector3>(); |
|
for (int i = 0; i < MuitiPoints.Count; i++) |
|
{ |
|
posints.Add(MuitiPoints[i]); |
|
} |
|
GetComponent<BoxCollider>().enabled = false; |
|
this.StopAllCoroutines(); |
|
corners.Clear(); |
|
StartCoroutine(GoToMuitiPoints(posints)); |
|
} |
|
IEnumerator GoToMuitiPoints(List<Vector3> posints) |
|
{ |
|
int i = 0; |
|
while (i < posints.Count) |
|
{ |
|
pointhit = posints[i]; |
|
bool flag = setPathCorners(transform.position, pointhit, corners); |
|
|
|
StartCoroutine(GoToDestination()); |
|
//MessageDispatcher.SendMessage("PATH_FINDING_COMMAND", arg); |
|
|
|
//while循环作用:等到达第i个侦察路径点后,再寻路至i++个侦察路径点 |
|
float remain = Vector3.Distance(transform.position, posints[i]); |
|
while (remain == Mathf.Infinity || remain - agent.stoppingDistance > float.Epsilon) |
|
{ |
|
remain = Vector3.Distance(transform.position, posints[i]); |
|
yield return null;//防止循环造成卡死 |
|
} |
|
|
|
posints.Remove(posints[i]); |
|
//i++; |
|
} |
|
|
|
if (i == posints.Count) |
|
{ |
|
GetComponent<BoxCollider>().enabled = true; |
|
} |
|
} |
|
}
|
|
|