npc寻路逻辑完成

This commit is contained in:
huyulong 2024-12-14 16:33:31 +08:00
parent 609550513f
commit d46b3e56de
3 changed files with 45 additions and 45 deletions

View File

@ -26,7 +26,7 @@ public class test : MonoBehaviour
//{
// auth_login auth_Login = new auth_login();
// string response = await web.SendRequest(web.URL + "/auth/login", "POST", JsonUtility.ToJson(auth_Login));
// // 解析服务器返回的数据
// server serverData = JsonConvert.DeserializeObject<server>(response);
// token = serverData.data.access_token;
@ -40,7 +40,7 @@ public class test : MonoBehaviour
LoginRequest data = new LoginRequest();
data.UserId = "1845037177556934657";
data.Account = "17311259169";
WSMessage msg = new WSMessage();
msg.Module = "hall";
@ -153,7 +153,7 @@ public class test : MonoBehaviour
wEBScriptListener.SendMessageByte(sendData);
}
//使用道具
void StartUseProp()
{
@ -351,7 +351,7 @@ public class test : MonoBehaviour
NpcCreateRequest data = new NpcCreateRequest();
data.RoomId = "168888";
data.SceneId = "9003";
data.TemplateId = 2;
data.TemplateId = 2;
WSMessage msg = new WSMessage();
msg.Module = "move";
msg.ServiceName = "CreateNpcHandler";
@ -386,7 +386,7 @@ public class test : MonoBehaviour
//Location();
//TaskTrigger();
//TaskUpdateRequest();
}
//int index = 0;
//while (true)
@ -452,7 +452,7 @@ public class test : MonoBehaviour
void callback(byte[] data)
{
WSResponse deinfo = ProtoBufffer.DeSerialize<WSResponse>(data);
Debug.Log("返回数据类型:"+deinfo.MessageType);
Debug.Log("返回数据类型:" + deinfo.MessageType);
byte[] bytes = deinfo.Data.ToByteArray();
switch (deinfo.MessageType)
{
@ -463,7 +463,7 @@ public class test : MonoBehaviour
LoginResponse user = ProtoBufffer.DeSerialize<LoginResponse>(bytes);
Debug.Log(user);
//这里是测试阶段用的,在登录之后调用加入房间,后续会删掉
break;
//进入房间
@ -471,7 +471,7 @@ public class test : MonoBehaviour
JoinRoomResponse joinRoomResponse = ProtoBufffer.DeSerialize<JoinRoomResponse>(bytes);
byte[] joinByte = joinRoomResponse.Data.ToByteArray();
PlayerJoinResponse playerJoinResponse = ProtoBufffer.DeSerialize<PlayerJoinResponse>(joinByte);
Debug.Log("玩家:"+playerJoinResponse.UserName+"加入房间:"+playerJoinResponse.RoomId.ToString());
Debug.Log("玩家:" + playerJoinResponse.UserName + "加入房间:" + playerJoinResponse.RoomId.ToString());
break;
@ -481,30 +481,30 @@ public class test : MonoBehaviour
UserJoinResponse userJoinResponse = ProtoBufffer.DeSerialize<UserJoinResponse>(bytes);
//Debug.Log(userJoinResponse.IncidentPosition);
Debug.Log(userJoinResponse);
if(userJoinResponse.MessageType == 1)//用户上线
if (userJoinResponse.MessageType == 1)//用户上线
{
Debug.Log("玩家:" + userJoinResponse.NickName + "上线");
}
if(userJoinResponse.MessageType == 2)//用户下线
if (userJoinResponse.MessageType == 2)//用户下线
{
Debug.Log("玩家:" + userJoinResponse.NickName + "下线");
}
if(userJoinResponse.MessageType == 3)//加入房间
if (userJoinResponse.MessageType == 3)//加入房间
{
Debug.Log("玩家" + userJoinResponse.NickName + "加入房间:" + userJoinResponse.RoomId.ToString() + ",用户角色" + userJoinResponse.RoleName);
}
if(userJoinResponse.MessageType == 4)//事故发生
if (userJoinResponse.MessageType == 4)//事故发生
{
}
if(userJoinResponse.MessageType == 5)//火势
if (userJoinResponse.MessageType == 5)//火势
{
}
if(userJoinResponse.MessageType == 6)//任务
if (userJoinResponse.MessageType == 6)//任务
{
TaskInfoResponse taskInfoResponse = userJoinResponse.TaskResponse;
if (long.Parse(taskInfoResponse.ToUserId) == userJoinResponse.UserId)//当这个任务是当前玩家的任务时显示任务
@ -518,7 +518,7 @@ public class test : MonoBehaviour
//
case "fps.UpFps":
InputData inputData = ProtoBufffer.DeSerialize<InputData>(bytes);
Debug.Log("Id" + inputData.Id + ",sId :" + inputData.SId + "X:"+ inputData.X.ToString() + "Y:" + inputData.Y.ToString() + "roomSeatId :" + inputData.RoomSeatId + "z:" + inputData.Z.ToString() + "roomId:" + inputData.RoomId);
Debug.Log("Id" + inputData.Id + ",sId :" + inputData.SId + "X:" + inputData.X.ToString() + "Y:" + inputData.Y.ToString() + "roomSeatId :" + inputData.RoomSeatId + "z:" + inputData.Z.ToString() + "roomId:" + inputData.RoomId);
break;
case "prop.PickUpProp":
@ -528,7 +528,7 @@ public class test : MonoBehaviour
case "prop.StartUseProp":
PropResponse useProp = ProtoBufffer.DeSerialize<PropResponse>(bytes);
Debug.Log("PropId:" + useProp);
break;
@ -542,7 +542,7 @@ public class test : MonoBehaviour
//Debug.Log("move.Location接受到了");
NpcData npcData = ProtoBufffer.DeSerialize<NpcData>(bytes);
//Debug.Log(npcData);
if(npcData.Type == 1)//npc创建
if (npcData.Type == 1)//npc创建
{
float x = -float.Parse(npcData.X.ToString());
float y = float.Parse(npcData.Y.ToString());
@ -551,19 +551,19 @@ public class test : MonoBehaviour
NPCController.instance.InitNPC(position, npcData);
}
if(npcData.Type == 2)//npc移动
if (npcData.Type == 2)//npc移动
{
Vector3 v = new Vector3(-float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()), float.Parse(npcData.Z.ToString()));
foreach(RecuseNpc item in NPCController.instance.npcsList)
Vector3 v = new Vector3(float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()) + 0.5f, float.Parse(npcData.Z.ToString()));
foreach (RecuseNpc item in NPCController.instance.npcsList)
{
if(npcData.UserId == item.npcId)
if (npcData.UserId == item.npcId)
{
Debug.Log("================" + v);
item.SetNpcDes(v);
}
}
}
//npc.transform.name = npcData.UserId;
//npc.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
//npc.transform.position = new Vector3(x, y + 0.25f, z);
@ -572,8 +572,8 @@ public class test : MonoBehaviour
break;
case "task.InitStart":
break;
@ -582,7 +582,7 @@ public class test : MonoBehaviour
Debug.Log("-----------task.TaskTrigger");
TaskTrigger taskTrigger = ProtoBufffer.DeSerialize<TaskTrigger>(bytes);
Debug.Log(taskTrigger);
break;
//更新任务
@ -608,7 +608,7 @@ public class test : MonoBehaviour
break;
//case "prop.CreateNpc":

View File

@ -111,7 +111,7 @@ NavMeshSettings:
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
minRegionArea: 0.1
manualCellSize: 0
cellSize: 0.016666668
manualTileSize: 0

View File

@ -61,7 +61,7 @@ public class RecuseNpc : MonoBehaviour
if (other.tag == "Player")
recusebtn.gameObject.SetActive(true);
if (statebool) return;
other.GetComponent<CharacterInturn>().cha = this.gameObject;
// other.GetComponent<CharacterInturn>().cha = this.gameObject;
}
private void OnTriggerExit(Collider other)
@ -106,7 +106,7 @@ public class RecuseNpc : MonoBehaviour
private void Update()
{
// 继续处理NPC的状态和动画
switch (nstate)
{
@ -121,7 +121,7 @@ public class RecuseNpc : MonoBehaviour
SetAni(0);
break;
}
Debug.Log("++++++++++++++++++++++++++++" + targetPoints.Count);
if (targetPoints.Count > 0 && currentTarget != null)
{
@ -172,24 +172,24 @@ public class RecuseNpc : MonoBehaviour
public void Run(Vector3 target)
{
if (!navMeshAgent.enabled)
{
Debug.LogError("NavMeshAgent 未启用!");
return;
}
if (navMeshAgent.isStopped)
{
navMeshAgent.isStopped = false; // 取消停止状态
}
Debug.Log("进入奔跑");
Debug.Log("进入奔跑状态");
if (movebool)
{
// 确保目标点在 NavMesh 上
NavMeshHit hit;
if (NavMesh.SamplePosition(target, out hit, 1.0f, NavMesh.AllAreas))
{
navMeshAgent.SetDestination(hit.position);
SetAni(1);
}
else
{
Debug.LogError($"目标点 {target} 不在导航网格上");
}
NavMeshPath path = new NavMeshPath();
navMeshAgent.SetDestination(target);
SetAni(1); // 设置奔跑动画
}
}