mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
[+] 接入ET8服务端
[+] 接入ET8服务端
This commit is contained in:
@@ -0,0 +1,168 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace ET
|
||||
{
|
||||
[EntitySystemOf(typeof(PathfindingComponent))]
|
||||
[FriendOf(typeof(PathfindingComponent))]
|
||||
public static partial class PathfindingComponentSystem
|
||||
{
|
||||
[EntitySystem]
|
||||
private static void Awake(this PathfindingComponent self, string name)
|
||||
{
|
||||
self.Name = name;
|
||||
byte[] buffer = NavmeshComponent.Instance.Get(name);
|
||||
self.navMesh = Recast.RecastLoad(buffer, buffer.Length);
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception($"nav load fail: {name}");
|
||||
}
|
||||
}
|
||||
|
||||
[EntitySystem]
|
||||
private static void Destroy(this PathfindingComponent self)
|
||||
{
|
||||
self.Name = string.Empty;
|
||||
|
||||
Recast.RecastClear(self.navMesh);
|
||||
|
||||
self.navMesh = IntPtr.Zero;
|
||||
}
|
||||
|
||||
public static void Find(this PathfindingComponent self, float3 start, float3 target, List<float3> result)
|
||||
{
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
Log.Debug("寻路| Find 失败 pathfinding ptr is zero");
|
||||
throw new Exception($"pathfinding ptr is zero: {self.Scene().Name}");
|
||||
}
|
||||
|
||||
self.StartPos[0] = -start.x;
|
||||
self.StartPos[1] = start.y;
|
||||
self.StartPos[2] = start.z;
|
||||
|
||||
self.EndPos[0] = -target.x;
|
||||
self.EndPos[1] = target.y;
|
||||
self.EndPos[2] = target.z;
|
||||
//Log.Debug($"start find path: {self.GetParent<Unit>().Id}");
|
||||
int n = Recast.RecastFind(self.navMesh, self.extents, self.StartPos, self.EndPos, self.Result);
|
||||
if (n < 0)
|
||||
{
|
||||
throw new Exception($"find path error: {n}");
|
||||
}
|
||||
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
int index = i * 3;
|
||||
result.Add(new float3(-self.Result[index], self.Result[index + 1], self.Result[index + 2]));
|
||||
}
|
||||
//Log.Debug($"finish find path: {self.GetParent<Unit>().Id} {result.ListToString()}");
|
||||
}
|
||||
|
||||
public static void FindWithAdjust(this PathfindingComponent self, float3 start, float3 target, List<float3> result,float adjustRaduis)
|
||||
{
|
||||
self.Find(start, target, result);
|
||||
for (int i = 0; i < result.Count; i++)
|
||||
{
|
||||
float3 adjust = self.FindRandomPointWithRaduis(result[i], adjustRaduis);
|
||||
result[i] = adjust;
|
||||
}
|
||||
}
|
||||
|
||||
public static float3 FindRandomPointWithRaduis(this PathfindingComponent self, float3 pos, float raduis)
|
||||
{
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception($"pathfinding ptr is zero: {self.Scene().Name}");
|
||||
}
|
||||
|
||||
if (raduis > PathfindingComponent.FindRandomNavPosMaxRadius * 0.001f)
|
||||
{
|
||||
throw new Exception($"pathfinding raduis is too large,cur: {raduis}, max: {PathfindingComponent.FindRandomNavPosMaxRadius}");
|
||||
}
|
||||
|
||||
int degrees = RandomGenerator.RandomNumber(0, 360);
|
||||
float r = RandomGenerator.RandomNumber(0, (int) (raduis * 1000)) / 1000f;
|
||||
|
||||
float x = r * math.cos(math.radians(degrees));
|
||||
float z = r * math.sin(math.radians(degrees));
|
||||
|
||||
float3 findpos = new float3(pos.x + x, pos.y, pos.z + z);
|
||||
|
||||
return self.RecastFindNearestPoint(findpos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 以pos为中心各自在宽和高的左右 前后两个方向延伸
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="width"></param>
|
||||
/// <param name="height"></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="Exception"></exception>
|
||||
public static float3 FindRandomPointWithRectangle(this PathfindingComponent self, float3 pos, int width, int height)
|
||||
{
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception($"pathfinding ptr is zero: {self.Scene().Name}");
|
||||
}
|
||||
|
||||
if (width > PathfindingComponent.FindRandomNavPosMaxRadius * 0.001f || height > PathfindingComponent.FindRandomNavPosMaxRadius * 0.001f)
|
||||
{
|
||||
throw new Exception($"pathfinding rectangle is too large,width: {width} height: {height}, max: {PathfindingComponent.FindRandomNavPosMaxRadius}");
|
||||
}
|
||||
|
||||
float x = RandomGenerator.RandomNumber(-width, width);
|
||||
float z = RandomGenerator.RandomNumber(-height, height);
|
||||
|
||||
float3 findpos = new float3(pos.x + x, pos.y, pos.z + z);
|
||||
|
||||
return self.RecastFindNearestPoint(findpos);
|
||||
}
|
||||
|
||||
public static float3 FindRandomPointWithRaduis(this PathfindingComponent self, float3 pos, float minRadius, float maxRadius)
|
||||
{
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception($"pathfinding ptr is zero: {self.Scene().Name}");
|
||||
}
|
||||
|
||||
if (maxRadius > PathfindingComponent.FindRandomNavPosMaxRadius * 0.001f)
|
||||
{
|
||||
throw new Exception($"pathfinding raduis is too large,cur: {maxRadius}, max: {PathfindingComponent.FindRandomNavPosMaxRadius}");
|
||||
}
|
||||
|
||||
int degrees = RandomGenerator.RandomNumber(0, 360);
|
||||
float r = RandomGenerator.RandomNumber((int) (minRadius * 1000), (int) (maxRadius * 1000)) / 1000f;
|
||||
|
||||
float x = r * math.cos(math.radians(degrees));
|
||||
float z = r * math.sin(math.radians(degrees));
|
||||
|
||||
float3 findpos = new float3(pos.x + x, pos.y, pos.z + z);
|
||||
|
||||
return self.RecastFindNearestPoint(findpos);
|
||||
}
|
||||
|
||||
public static float3 RecastFindNearestPoint(this PathfindingComponent self, float3 pos)
|
||||
{
|
||||
if (self.navMesh == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception($"pathfinding ptr is zero: {self.Scene().Name}");
|
||||
}
|
||||
|
||||
self.StartPos[0] = -pos.x;
|
||||
self.StartPos[1] = pos.y;
|
||||
self.StartPos[2] = pos.z;
|
||||
|
||||
int ret = Recast.RecastFindNearestPoint(self.navMesh, self.extents, self.StartPos, self.EndPos);
|
||||
if (ret == 0)
|
||||
{
|
||||
throw new Exception($"RecastFindNearestPoint fail, 可能是位置配置有问题: sceneName:{self.Scene().Name} {pos} {self.Name} {self.GetParent<Unit>().Id} {self.GetParent<Unit>().Config.Id} {self.EndPos.ArrayToString()}");
|
||||
}
|
||||
|
||||
return new float3(-self.EndPos[0], self.EndPos[1], self.EndPos[2]);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0bdc5a9258f99554b92e5fb56e8eb1c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Reference in New Issue
Block a user