npc寻路逻辑完成
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@ -452,7 +452,7 @@ public class test : MonoBehaviour
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void callback(byte[] data)
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{
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WSResponse deinfo = ProtoBufffer.DeSerialize<WSResponse>(data);
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Debug.Log("返回数据类型:"+deinfo.MessageType);
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Debug.Log("返回数据类型:" + deinfo.MessageType);
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byte[] bytes = deinfo.Data.ToByteArray();
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switch (deinfo.MessageType)
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{
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@ -471,7 +471,7 @@ public class test : MonoBehaviour
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JoinRoomResponse joinRoomResponse = ProtoBufffer.DeSerialize<JoinRoomResponse>(bytes);
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byte[] joinByte = joinRoomResponse.Data.ToByteArray();
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PlayerJoinResponse playerJoinResponse = ProtoBufffer.DeSerialize<PlayerJoinResponse>(joinByte);
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Debug.Log("玩家:"+playerJoinResponse.UserName+"加入房间:"+playerJoinResponse.RoomId.ToString());
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Debug.Log("玩家:" + playerJoinResponse.UserName + "加入房间:" + playerJoinResponse.RoomId.ToString());
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break;
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@ -484,27 +484,27 @@ public class test : MonoBehaviour
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//Debug.Log(userJoinResponse.IncidentPosition);
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Debug.Log(userJoinResponse);
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if(userJoinResponse.MessageType == 1)//用户上线
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if (userJoinResponse.MessageType == 1)//用户上线
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{
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Debug.Log("玩家:" + userJoinResponse.NickName + "上线");
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}
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if(userJoinResponse.MessageType == 2)//用户下线
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if (userJoinResponse.MessageType == 2)//用户下线
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{
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Debug.Log("玩家:" + userJoinResponse.NickName + "下线");
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}
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if(userJoinResponse.MessageType == 3)//加入房间
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if (userJoinResponse.MessageType == 3)//加入房间
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{
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Debug.Log("玩家" + userJoinResponse.NickName + "加入房间:" + userJoinResponse.RoomId.ToString() + ",用户角色" + userJoinResponse.RoleName);
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}
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if(userJoinResponse.MessageType == 4)//事故发生
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if (userJoinResponse.MessageType == 4)//事故发生
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{
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}
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if(userJoinResponse.MessageType == 5)//火势
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if (userJoinResponse.MessageType == 5)//火势
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{
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}
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if(userJoinResponse.MessageType == 6)//任务
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if (userJoinResponse.MessageType == 6)//任务
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{
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TaskInfoResponse taskInfoResponse = userJoinResponse.TaskResponse;
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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
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@ -518,7 +518,7 @@ public class test : MonoBehaviour
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//
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case "fps.UpFps":
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InputData inputData = ProtoBufffer.DeSerialize<InputData>(bytes);
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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);
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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);
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break;
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case "prop.PickUpProp":
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@ -542,7 +542,7 @@ public class test : MonoBehaviour
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//Debug.Log("move.Location接受到了");
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NpcData npcData = ProtoBufffer.DeSerialize<NpcData>(bytes);
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//Debug.Log(npcData);
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if(npcData.Type == 1)//npc创建
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if (npcData.Type == 1)//npc创建
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{
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float x = -float.Parse(npcData.X.ToString());
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float y = float.Parse(npcData.Y.ToString());
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@ -551,12 +551,12 @@ public class test : MonoBehaviour
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NPCController.instance.InitNPC(position, npcData);
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}
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if(npcData.Type == 2)//npc移动
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if (npcData.Type == 2)//npc移动
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{
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Vector3 v = new Vector3(-float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()), float.Parse(npcData.Z.ToString()));
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foreach(RecuseNpc item in NPCController.instance.npcsList)
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Vector3 v = new Vector3(float.Parse(npcData.X.ToString()), float.Parse(npcData.Y.ToString()) + 0.5f, float.Parse(npcData.Z.ToString()));
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foreach (RecuseNpc item in NPCController.instance.npcsList)
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{
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if(npcData.UserId == item.npcId)
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if (npcData.UserId == item.npcId)
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{
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Debug.Log("================" + v);
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item.SetNpcDes(v);
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@ -111,7 +111,7 @@ NavMeshSettings:
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agentClimb: 0.4
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ledgeDropHeight: 0
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maxJumpAcrossDistance: 0
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minRegionArea: 2
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minRegionArea: 0.1
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manualCellSize: 0
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cellSize: 0.016666668
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manualTileSize: 0
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@ -61,7 +61,7 @@ public class RecuseNpc : MonoBehaviour
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if (other.tag == "Player")
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recusebtn.gameObject.SetActive(true);
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if (statebool) return;
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other.GetComponent<CharacterInturn>().cha = this.gameObject;
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// other.GetComponent<CharacterInturn>().cha = this.gameObject;
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}
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private void OnTriggerExit(Collider other)
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@ -172,24 +172,24 @@ public class RecuseNpc : MonoBehaviour
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public void Run(Vector3 target)
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{
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if (!navMeshAgent.enabled)
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{
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Debug.LogError("NavMeshAgent 未启用!");
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return;
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}
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if (navMeshAgent.isStopped)
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{
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navMeshAgent.isStopped = false; // 取消停止状态
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}
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Debug.Log("进入奔跑");
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Debug.Log("进入奔跑状态");
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if (movebool)
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{
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// 确保目标点在 NavMesh 上
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NavMeshHit hit;
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if (NavMesh.SamplePosition(target, out hit, 1.0f, NavMesh.AllAreas))
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{
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navMeshAgent.SetDestination(hit.position);
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SetAni(1);
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}
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else
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{
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Debug.LogError($"目标点 {target} 不在导航网格上");
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}
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NavMeshPath path = new NavMeshPath();
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navMeshAgent.SetDestination(target);
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SetAni(1); // 设置奔跑动画
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}
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}
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