本文整理汇总了C#中GameFramework.EntityInfo.GetUnitId方法的典型用法代码示例。如果您正苦于以下问题:C# EntityInfo.GetUnitId方法的具体用法?C# EntityInfo.GetUnitId怎么用?C# EntityInfo.GetUnitId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类GameFramework.EntityInfo
的用法示例。
在下文中一共展示了EntityInfo.GetUnitId方法的8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;
}
示例2: OnCreateEntity
private void OnCreateEntity(EntityInfo entity)
{
if (null != entity) {
StorySystem.SendMessage("obj_created", entity.GetId());
StorySystem.SendMessage(string.Format("npc_created:{0}", entity.GetUnitId()), entity.GetId());
}
}
示例3: DoSkillCommandState
internal static void DoSkillCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic, int skillId)
{
if (entity.GetMovementStateInfo().IsMoving) {
logic.NotifyAiStopPursue(entity);
}
if (skillId > 0) {
AiStateInfo aiInfo = entity.GetAiStateInfo();
SkillInfo skillInfo = entity.GetSkillStateInfo().GetSkillInfoById(skillId);
if (null != skillInfo) {
if (aiInfo.Target <= 0) {
EntityInfo info;
if (skillInfo.ConfigData.targetType == (int)SkillTargetType.Enemy || skillInfo.ConfigData.targetType == (int)SkillTargetType.RandEnemy) {
info = GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
} else {
info = GetNearstTargetHelper(entity, CharacterRelation.RELATION_FRIEND);
}
if (null != info) {
aiInfo.Target = info.GetId();
}
}
if (aiInfo.Target > 0) {
logic.NotifyAiSkill(entity, skillId);
}
}
} else if(!entity.GetSkillStateInfo().IsSkillActivated()) {
logic.AiSendStoryMessage(entity, "npc_skill_finish:" + entity.GetUnitId(), entity.GetId());
logic.AiSendStoryMessage(entity, "obj_skill_finish", entity.GetId());
logic.ChangeToState(entity, (int)AiStateId.Idle);
}
}
示例4: DoPursuitCommandState
internal static void DoPursuitCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
{
AiStateInfo info = entity.GetAiStateInfo();
info.Time += deltaTime;
if (info.Time > 200) {
EntityInfo target = AiLogicUtility.GetLivingCharacterInfoHelper(entity, info.Target);
if (null != target) {
float minDist = entity.GetRadius() + target.GetRadius();
float dist = (float)entity.GetActualProperty().AttackRange + minDist;
float distGoHome = entity.GohomeRange;
Vector3 targetPos = target.GetMovementStateInfo().GetPosition3D();
ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
float dir = Geometry.GetYRadian(new Vector2(targetPos.X, targetPos.Z), new Vector2(srcPos.X, srcPos.Z));
targetPos.X += (float)(minDist * Math.Sin(dir));
targetPos.Z += (float)(minDist * Math.Cos(dir));
float powDist = Geometry.DistanceSquare(srcPos, targetPos);
if (powDist < dist * dist) {
logic.AiSendStoryMessage(entity, "npc_pursuit_finish:" + entity.GetUnitId(), entity.GetId());
logic.AiSendStoryMessage(entity, "obj_pursuit_finish", entity.GetId());
logic.NotifyAiStopPursue(entity);
logic.ChangeToState(entity, (int)AiStateId.Idle);
} else {
logic.NotifyAiPursue(entity, targetPos);
}
} else {
logic.AiSendStoryMessage(entity, "npc_pursuit_exit:" + entity.GetUnitId(), entity.GetId());
logic.AiSendStoryMessage(entity, "obj_pursuit_exit", entity.GetId());
logic.NotifyAiStopPursue(entity);
logic.ChangeToState(entity, (int)AiStateId.Idle);
}
}
}
示例5: DoPatrolCommandState
internal static void DoPatrolCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
{
AiStateInfo info = entity.GetAiStateInfo();
info.Time += deltaTime;
if (info.Time > 100) {
info.Time = 0;
EntityInfo target = null;
if (info.IsExternalTarget) {
target = AiLogicUtility.GetSeeingLivingCharacterInfoHelper(entity, info.Target);
if (null == target) {
target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
if (null != target)
info.Target = target.GetId();
}
} else {
target = AiLogicUtility.GetNearstTargetHelper(entity, CharacterRelation.RELATION_ENEMY);
if (null != target)
info.Target = target.GetId();
}
if (null != target) {
logic.AiSendStoryMessage(entity, "obj_patrol_exit", entity.GetId());
logic.AiSendStoryMessage(entity, string.Format("npc_patrol_exit:{0}", entity.GetUnitId()), entity.GetId());
logic.ChangeToState(entity, (int)AiStateId.Idle);
} else {
AiData_ForPatrolCommand data = GetAiDataForPatrolCommand(entity);
if (null != data) {
ScriptRuntime.Vector3 srcPos = entity.GetMovementStateInfo().GetPosition3D();
if (data.PatrolPath.HavePathPoint && !data.PatrolPath.IsReached(srcPos)) {
logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
} else {
data.PatrolPath.UseNextPathPoint();
if (data.PatrolPath.HavePathPoint) {
logic.NotifyAiPursue(entity, data.PatrolPath.CurPathPoint);
} else {
if (data.IsLoopPatrol) {
logic.AiSendStoryMessage(entity, "obj_patrol_restart", entity.GetId());
logic.AiSendStoryMessage(entity, string.Format("npc_patrol_restart:{0}", entity.GetUnitId()), entity.GetId());
data.PatrolPath.Restart();
} else {
logic.AiSendStoryMessage(entity, "obj_patrol_finish", entity.GetId());
logic.AiSendStoryMessage(entity, string.Format("npc_patrol_finish:{0}", entity.GetUnitId()), entity.GetId());
logic.NotifyAiStopPursue(entity);
logic.ChangeToState(entity, (int)AiStateId.Idle);
}
}
}
info.HomePos = entity.GetMovementStateInfo().GetPosition3D();
} else {
logic.NotifyAiStopPursue(entity);
logic.ChangeToState(entity, (int)AiStateId.Idle);
}
}
}
}
示例6: DoMoveCommandState
internal static void DoMoveCommandState(EntityInfo entity, long deltaTime, AbstractAiStateLogic logic)
{
//执行状态处理
AiData_ForMoveCommand data = GetAiDataForMoveCommand(entity);
if (null == data) return;
if (!data.IsFinish) {
if (WayPointArrived(entity, data)) {
Vector3 targetPos = new Vector3();
MoveToNext(entity, data, ref targetPos);
if (!data.IsFinish) {
logic.NotifyAiPursue(entity, targetPos);
}
} else {
AiStateInfo info = entity.GetAiStateInfo();
info.Time += deltaTime;
if (info.Time > 500) {
info.Time = 0;
Vector3 targetPos = data.WayPoints[data.Index];
logic.NotifyAiPursue(entity, targetPos);
}
}
}
//判断是否状态结束并执行相应处理
if (data.IsFinish) {
logic.AiSendStoryMessage(entity, "npc_arrived:" + entity.GetUnitId(), entity.GetId());
logic.AiSendStoryMessage(entity, "obj_arrived", entity.GetId());
logic.NotifyAiStopPursue(entity);
logic.ChangeToState(entity, (int)AiStateId.Idle);
}
}
示例7: OnEntityKilled
private void OnEntityKilled(EntityInfo ni)
{
int leftEnemyCt = GetBattleNpcCount((int)CampIdEnum.Blue, CharacterRelation.RELATION_ENEMY);
int leftFriendCt = GetBattleNpcCount((int)CampIdEnum.Blue);
m_StorySystem.SendMessage("obj_killed", ni.GetId(), leftEnemyCt, leftFriendCt);
m_StorySystem.SendMessage("npc_killed:" + ni.GetUnitId(), ni.GetId(), leftEnemyCt, leftFriendCt);
}
示例8: NotifyAiMeetEnemy
public void NotifyAiMeetEnemy(EntityInfo entity)
{
if (null != OnAiMeetEnemy) {
OnAiMeetEnemy(entity);
}
AiSendStoryMessage(entity, "obj_meet_enemy", entity.GetId());
AiSendStoryMessage(entity, "npc_meet_enemy:" + entity.GetUnitId(), entity.GetId());
}