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C# EntityInfo.GetAiStateInfo方法代码示例

本文整理汇总了C#中GameFramework.EntityInfo.GetAiStateInfo方法的典型用法代码示例。如果您正苦于以下问题:C# EntityInfo.GetAiStateInfo方法的具体用法?C# EntityInfo.GetAiStateInfo怎么用?C# EntityInfo.GetAiStateInfo使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GameFramework.EntityInfo的用法示例。


在下文中一共展示了EntityInfo.GetAiStateInfo方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: BuildCreateNpcMessage

        internal static Msg_RC_CreateNpc BuildCreateNpcMessage(EntityInfo npc, int rate = -1)
        {
            Msg_RC_CreateNpc bder = new Msg_RC_CreateNpc();
            bder.npc_id = npc.GetId();
            bder.unit_id = npc.GetUnitId();
            ScriptRuntime.Vector3 pos = npc.GetMovementStateInfo().GetPosition3D();
            GameFrameworkMessage.Position pos_bd = new GameFrameworkMessage.Position();
            pos_bd.x = (float)pos.X;
            pos_bd.z = (float)pos.Z;
            bder.cur_pos = pos_bd;
            bder.face_direction = (float)npc.GetMovementStateInfo().GetFaceDir();
            bder.link_id = npc.GetLinkId();
            bder.camp_id = npc.GetCampId();
            if (npc.OwnerId > 0) {
                bder.owner_id = npc.OwnerId;
            }
            if (npc.GetAiStateInfo().LeaderID > 0) {
                bder.leader_id = npc.GetAiStateInfo().LeaderID;
            }
            User user = npc.CustomData as User;
            if (null != user) {
                bder.key = user.GetKey();
            }
            bder.level = npc.GetLevel();

            return bder;
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:27,代码来源:DataSyncUtility.cs

示例2: GetAiData

 private AiData_General GetAiData(EntityInfo entity)
 {
     AiData_General data = entity.GetAiStateInfo().AiDatas.GetData<AiData_General>();
     if (null == data) {
         data = new AiData_General();
         entity.GetAiStateInfo().AiDatas.AddData(data);
     }
     return data;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:9,代码来源:AiLogic_Npc_DslLogic.cs

示例3: OnStateLogicInit

 protected override void OnStateLogicInit(EntityInfo entity, long deltaTime)
 {
     AiStateInfo info = entity.GetAiStateInfo();
     info.Time = 0;
     info.HomePos = entity.GetMovementStateInfo().GetPosition3D();
     info.Target = 0;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:AiLogic_Npc_Member.cs

示例4: TickNpc

 private void TickNpc(EntityInfo entity, long delta)
 {
     IAiStateLogic logic = AiLogicManager.Instance.GetNpcStateLogic(entity.GetAiStateInfo().AiLogic);
     if (null != logic) {
         logic.Execute(entity, delta);
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:7,代码来源:AiSystem.cs

示例5: DslLogicHandler

 private void DslLogicHandler(EntityInfo entity, long deltaTime)
 {
     AiStateInfo info = entity.GetAiStateInfo();
     if (null != info.AiStoryInstanceInfo) {
         long curTime = TimeUtility.GetLocalMilliseconds();
         info.AiStoryInstanceInfo.m_StoryInstance.Tick(curTime);
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:8,代码来源:AiLogic_Npc_DslLogic.cs

示例6: IdleHandler

 private void IdleHandler(EntityInfo entity, long deltaTime)
 {
     AiStateInfo info = entity.GetAiStateInfo();
     info.Time += deltaTime;
     if (info.Time > 100) {
         info.Time = 0;
         ChangeToState(entity, (int)AiStateId.DslLogic);
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:9,代码来源:AiLogic_Npc_DslLogic.cs

示例7: CombatHandler

        private void CombatHandler(EntityInfo npc, long deltaTime)
        {
            if (npc.GetSkillStateInfo().IsSkillActivated()) {
                return;
            }

            AiStateInfo info = npc.GetAiStateInfo();
            Vector3 targetPos = info.HomePos;
            ScriptRuntime.Vector3 srcPos = npc.GetMovementStateInfo().GetPosition3D();
            float distSqrToHome = Geometry.DistanceSquare(srcPos, info.HomePos);
            if (distSqrToHome > npc.GohomeRange * npc.GohomeRange) {
                NotifyAiStopPursue(npc);
                ChangeToState(npc, (int)AiStateId.GoHome);
                return;
            }

            ///
            EntityInfo attackTarget = null;
            SkillStateInfo currSkInfo = npc.GetSkillStateInfo();
            ///找到可以使用的技能
            SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, this.GetAiData(npc), true);
            NotifyAiSelectSkill(npc, skInfo);
            if (skInfo == null) {
                //没有可以使用的技能就切换到Idle状态
                ChangeToState(npc, (int)AiStateId.Idle);
                return;
            }

            CharacterRelation relation =
                    (skInfo.TargetType == SkillTargetType.Friend ||
                    skInfo.TargetType == SkillTargetType.RandFriend) ?
                    CharacterRelation.RELATION_FRIEND :
                    CharacterRelation.RELATION_ENEMY;

            attackTarget = AiLogicUtility.GetNearstTargetHelper(
                npc, skInfo.Distance, relation);

            if (attackTarget != null && null != skInfo) //攻击范围内找到可攻击目标
            {
                info.Target = attackTarget.GetId();
                NotifyAiStopPursue(npc);
                NotifyAiSkill(npc, skInfo.SkillId); //攻击目标
                return;
            }
            attackTarget = AiLogicUtility.GetNearstTargetHelper(
            npc, npc.ViewRange, relation);
            if (attackTarget != null) //视野范围内找到可攻击目标
            {
                NotifyAiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D()); // 追赶目标
                return;
            }

            currSkInfo.SetCurSkillInfo(0);
            NotifyAiStopPursue(npc);
            ChangeToState(npc, (int)AiStateId.GoHome);
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:56,代码来源:AiLogic_Npc_General.cs

示例8: CombatHandler

        private void CombatHandler(EntityInfo npc, long deltaTime)
        {
            AiStateInfo aiInfo = npc.GetAiStateInfo();
            AiData_Leader aiData = GetAiData(npc);
            if (npc.GetSkillStateInfo().IsSkillActivated()) {
                return;
            }
            ///
            SkillStateInfo currSkInfo = npc.GetSkillStateInfo();
            ///找到可以使用的技能
            SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, this.GetAiData(npc), aiData.IsAutoOperate);
            NotifyAiSelectSkill(npc, skInfo);
            if (skInfo == null) {
                //没有可以使用的技能就切换到Idle状态
                ChangeToState(npc, (int)AiStateId.Idle);
                return;
            }

            CharacterRelation relation =
                    (skInfo.TargetType == SkillTargetType.Friend ||
                    skInfo.TargetType == SkillTargetType.RandFriend) ?
                    CharacterRelation.RELATION_FRIEND :
                    CharacterRelation.RELATION_ENEMY;
            EntityInfo attackTarget = AiLogicUtility.GetNearstAttackerHelper(npc, relation, aiData);
            if (null != attackTarget) {
                NotifyAiTarget(npc, attackTarget);
                if (Geometry.DistanceSquare(npc.GetMovementStateInfo().GetPosition3D(), attackTarget.GetMovementStateInfo().GetPosition3D()) < skInfo.Distance * skInfo.Distance) {
                    aiInfo.Target = attackTarget.GetId();
                    NotifyAiStopPursue(npc);
                    NotifyAiSkill(npc, skInfo.SkillId);
                    return;
                }
            }
            attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, skInfo.Distance, relation);
            if (attackTarget != null && null != skInfo) { //攻击范围内找到可攻击目标
                NotifyAiTarget(npc, attackTarget);
                aiInfo.Target = attackTarget.GetId();
                NotifyAiStopPursue(npc);
                NotifyAiSkill(npc, skInfo.SkillId); //攻击目标
                return;
            }
            if (aiData.IsAutoOperate) {
                attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, npc.ViewRange, relation);
                if (attackTarget != null && null != skInfo) { //视野内找到可攻击目标
                    NotifyAiPursue(npc, attackTarget.GetMovementStateInfo().GetPosition3D());
                    return;
                }
            }

            ///退出战斗模式清理一下手动技能
            currSkInfo.SetCurSkillInfo(0);
            aiData.ManualSkillId = 0;
            NotifyAiStopPursue(npc);
            ChangeToState(npc, (int)AiStateId.Idle);
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:55,代码来源:AiLogic_Npc_Leader.cs

示例9: OnStateLogicCheck

 protected override bool OnStateLogicCheck(EntityInfo entity, long deltaTime)
 {
     if (entity.IsDead()) {
         if (entity.GetAiStateInfo().CurState != (int)AiStateId.Idle) {
             NotifyAiStopPursue(entity);
             ChangeToState(entity, (int)AiStateId.Idle);
         }
         return false;
     }
     return true;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:11,代码来源:AiLogic_Npc_Leader.cs

示例10: BuildNpcSkillMessage

        internal static Msg_RC_NpcSkill BuildNpcSkillMessage(EntityInfo obj, int skillId)
        {
            MovementStateInfo msi = obj.GetMovementStateInfo();
            ScriptRuntime.Vector3 pos = msi.GetPosition3D();

            Msg_RC_NpcSkill msg = new Msg_RC_NpcSkill();
            msg.npc_id = obj.GetId();
            msg.skill_id = skillId;
            msg.stand_pos = ProtoHelper.EncodePosition2D(pos.X, pos.Z);
            msg.face_direction = ProtoHelper.EncodeFloat(msi.GetFaceDir());
            msg.target_id = obj.GetAiStateInfo().Target;

            return msg;
        }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:14,代码来源:DataSyncUtility.cs

示例11: OnAiInitDslLogic

 private void OnAiInitDslLogic(EntityInfo entity)
 {
     AiStateInfo aiInfo = entity.GetAiStateInfo();
     if (aiInfo.AiParam.Length >= 2) {
         string storyId = aiInfo.AiParam[0];
         string storyFile = aiInfo.AiParam[1];
         if (!string.IsNullOrEmpty(storyId) && !string.IsNullOrEmpty(storyFile)) {
             aiInfo.AiStoryInstanceInfo = GfxStorySystem.Instance.NewAiStoryInstance(storyId, string.Empty, storyFile);
             if (null != aiInfo.AiStoryInstanceInfo) {
                 aiInfo.AiStoryInstanceInfo.m_StoryInstance.SetVariable("@objid", entity.GetId());
                 aiInfo.AiStoryInstanceInfo.m_StoryInstance.Start();
             }
         }
     }
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:15,代码来源:AiViewModelManager.cs

示例12: OnStateLogicCheck

 protected override bool OnStateLogicCheck(EntityInfo entity, long deltaTime)
 {
     if (entity.IsDead()) {
         if (entity.GetAiStateInfo().CurState != (int)AiStateId.Idle) {
             NotifyAiStopPursue(entity);
             ChangeToState(entity, (int)AiStateId.Idle);
         }
         return false;
     }
     if (IsLeaderDead(entity)) {
         entity.SetHp(Operate_Type.OT_Absolute, 0);
         return false;
     }
     return true;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:15,代码来源:AiLogic_Npc_Member.cs

示例13: PushState

 public void PushState(EntityInfo entity, int state)
 {
     entity.GetAiStateInfo().PushState(state);
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:4,代码来源:IAiLogic.cs

示例14: GetAiData

 private AiData_Leader GetAiData(EntityInfo entity)
 {
     AiData_Leader data = entity.GetAiStateInfo().AiDatas.GetData<AiData_Leader>();
     if (null == data) {
         data = new AiData_Leader();
         entity.GetAiStateInfo().AiDatas.AddData(data);
     }
     return data;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:9,代码来源:AiLogic_Npc_Leader.cs

示例15: IsAutoOperate

 private bool IsAutoOperate(EntityInfo leader)
 {
     bool ret = false;
     if (null != leader) {
         AiData_Leader data = leader.GetAiStateInfo().AiDatas.GetData<AiData_Leader>();
         if (null != data) {
             ret = data.IsAutoOperate;
         }
     }
     return ret;
 }
开发者ID:dreamanlan,项目名称:CSharpGameFramework,代码行数:11,代码来源:AiLogic_Npc_Member.cs


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