CTT/Server/Hotfix/Game/AI/FollowTeamLeaderNode.cs

61 lines
2.5 KiB
C#

using Cal.DataTable;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ET
{
public class FollowTeamLeaderNode : AINode
{
private const float TeamDistanceBetweenUnits = 0.8f;
public override bool Check(Unit unit)
{
if (unit.IsTeamLeader)
return false;
Unit leader = MapUnitComponent.Instance.Get(unit.TeamLeaderId);
if (!leader)
return false;
UnitScene unitScene = leader.GetComponent<UnitScene>();
return unitScene.isMoved;
}
public override async ETVoid Run(Unit unit, ETCancellationToken cancelToken)
{
while (true)
{
try
{
if (AppConfig.inst.isTest)
Log.Info($"【{UserComponent.Instance.Get(unit.Id)?.NickName} ({unit.Id})】跟随队长");
Unit leader = MapUnitComponent.Instance.Get(unit.TeamLeaderId);
if (!leader)
return;
UnitScene unitScene = unit.GetComponent<UnitScene>();
UnitScene leaderUnitScene = leader.GetComponent<UnitScene>();
Vector2 target = leaderUnitScene.targetPos;
Vector2 delta = CalucateDistanceXandY(unitScene.Position, target);
Team team = TeamComponent.Instance.Get(unit.TeamLeaderId);
int index = team.GetIndex(unit.Id);
Vector2 targetPos = new(target.x - delta.x * index, target.y - delta.y * index);
bool ret = await MoveHelper.MoveTo(unit, targetPos, cancelToken); // 移动到目标点, 返回false表示协程取消
if (!ret) return;
ret = await TimerComponent.Instance.WaitAsync(300, cancelToken);
if (!ret) return;
}
catch (Exception e)
{
Log.Error(e);
}
}
}
private static Vector2 CalucateDistanceXandY(Vector2 posA, Vector2 posB)
{
float dx = posB.x - posA.x;
int positive = dx >= 0 ? 1 : -1;
float gradient = (posB.y - posA.y) / dx;
return new Vector2(positive * TeamDistanceBetweenUnits / Mathf.Sqrt(1 + gradient * gradient)
, positive * gradient * TeamDistanceBetweenUnits / Mathf.Sqrt(1 + gradient * gradient));
}
}
}