Unity3d 制作物品平滑运动

 

直接贴代码了

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using UnityEngine;
using System;
using System.Collections;
using System;
using DataTable;
 
public class ObjDropItem : ObjBase {
    //类型
    public override OBJ.TYPE GetObjType() { return OBJ.TYPE.DROPITEM; }
 
    public const float MAXSPEED = 20;
    enum State
    {
        Load,
        Delay,
        Droping,
        StayOnGround,
        Pickup,
        FlyToPlayer,
        Destory,
    }
 
    //外置表现参数
    [Tooltip("飞到玩家身上那个高度位置")]
    public float PlayerOffset = 1.4f;
 
    [Tooltip("开启安全模式(TotalLifeTime秒后强制删除)")]
    public bool SafeMode = true;
 
    [Tooltip("存在最长时间(秒)")]
    public float TotalLifeTime = 300;
 
    [Tooltip("掉落都地上高度")]
    public float DropHight = 0.5f;
 
    [Tooltip("掉落都地上用时")]
    public float DropTime = 0.3f;
 
    [Tooltip("多长时间后出现")]
    public float DelayTime = 0.5f;
 
    [Tooltip("自动拾取距离")]
    public float AutoPickUpDistance = 2.0f;
 
    [Tooltip("在地上呆的时间")]
    public float DropOverDelayTime = 0.2f;
 
    [Tooltip("物品速度")]
    [Range(0, 15)]
    public float MoveSpeed = 10.0f;
 
    [Tooltip("距离多少是已经飞到玩家身上")]
    public float MaxDistance = 0.2f;
 
    [Tooltip("控制点离我的直线距离")]
    public float ControlPointOffsetDistance = 3.0f;
 
    [Tooltip("控制点高度")]
    public float ControlPointOffsetHeight = 2.0f;
 
    [Tooltip("控制点速度,必须要大于物品速度")]
    [Range(15, 25)]
    public float ControlPointSpeed = 15.0f;
 
    [Tooltip("速度增量")][Range(0,2)]
    public float AccSpeed = 0.1f;
 
 
    DropItemController mController;
 
    //状态
    private State mState = State.Load;
 
    //生命时间
    private DateTime mLifeTime = DateTime.Now;
 
    //是否可以自动拾取
    private bool mCanAutoPickup = false;
 
    //拥有者id
    private bool mOwnerIsMe;
 
    //拥有者拾取保护时间
    private DateTime mOwnerPickUpProtectionTime;
 
    //飞往目标点(也就是服务端实际坐标)
    private Vector3 mTargetPos;
 
    //控制点
    private Vector3 mControlPoint;
    //控制点
    private bool mControlPointReached;
    //控制点速度
    private float mControlPointMoveSpeed;
 
    //移动速度
    private float mMoveSpeed;
 
    public virtual void Awake()
    {
#if !UNITY_EDITOR
try
{
#endif
 
        base.Awake();
         
#if !UNITY_EDITOR
}
catch (Exception ex)
{
    Logger.Error(ex.ToString());
}
#endif
    }
 
    //重置
    public override void Reset()
    {
        base.Reset();
        mState = State.Load;
        mLifeTime = DateTime.Now.AddSeconds(TotalLifeTime);
        mCanAutoPickup = false;
        mOwnerPickUpProtectionTime = DateTime.Now;
         
    }
 
    //初始化
    public override bool Init(InitBaseData initData, Action callback = null)
    {
        base.Init(initData);
 
        Reset();
 
        InitDropItemData data = initData as InitDropItemData;
 
        mOwnerIsMe = false;
        mCanAutoPickup = false;
        var player = ObjManager.Instance.MyPlayer;
        if (player)
        {
            if (player.GetObjId() == data.Owner)
            {
                mOwnerIsMe = true;
                mCanAutoPickup = true;
            }
        }
        mOwnerPickUpProtectionTime = DateTime.Now.AddSeconds(data.RemianSeconds);
        mLifeTime = DateTime.Now.AddSeconds(TotalLifeTime);
 
        float height = GameLogic.Instance.Scene.GetTerrainHeight(data.TargetPos) + 0.1f;
        mTargetPos = new Vector3(data.TargetPos.x, height, data.TargetPos.y);
 
        LoadRes(() =>
        {
            if (true != data.PlayDrop)
            {//需要播放掉落动画
                Position = mTargetPos;
                mState = State.StayOnGround;
            }
            else
            {//不需要播放掉落动画
                this.StartCoroutine(Delay());
                mState = State.Delay;
            }
 
            if (null != callback)
                callback();
 
            mController = mModel.GetComponent<DropItemController>();
            if (null != mController)
            {
                mController.ShowModel(true);
                mController.ShowEffect(false);
            }
        });
 
        return true;
    }
 
    //是否可以被拾取
    public bool CanPickup()
    {
        if (State.StayOnGround != mState &&
            State.Pickup != mState)
        {//只有停留在地上这种状态才能被拾取
            return false;
        }
             
        if (DateTime.Now<mOwnerPickUpProtectionTime)
        {//当前时间在拥有者保护时间内
            return mOwnerIsMe;
        }
        else
        {//过了拥有者保护时间谁都可以拾取
            return true;
        }
    }
 
    void Update () {
#if !UNITY_EDITOR
try
{
#endif
        if (true==SafeMode)
        {
            if (DateTime.Now > mLifeTime)
            {//为了安全,怎么也该消失了
                Logger.Warn("Drop item[{0}] stays too long", mObjId);
                mState = State.Destory;
                if (ObjManager.Instance.FindObjById(mObjId).Equals(this))
                {
                    ObjManager.Instance.RemoveObj(mObjId);
                }
                else
                {
                    base.Destroy();
                }
                return;
            }
        }
         
 
        var player = ObjManager.Instance.MyPlayer;
        if (null == player)
            return;
 
        if (State.StayOnGround == mState)
        {//停在地上
            if (CanPickup() && mCanAutoPickup)
            {//可以自动拾取
                float distance = Vector2.Distance(player.Position.xz(), Position.xz());
                if (distance <= AutoPickUpDistance)
                {//距离足够近
                    var control = UIManager.Instance.GetController(UIConfig.SettingUI);
                    if ((bool)control.CallFromOtherClass("CanPiackUpItem", new object[] { mDataId }))
                    {//是否可拾取这种类型物品
                        Pickup();
                    }
                    mCanAutoPickup = false;
                }
            }
        }
        else if (State.FlyToPlayer == mState)
        {//我拾取成功,物品正在往我身上飞
            var delta = Time.deltaTime;
 
            var temp = player.Position;
            temp.y += PlayerOffset;
            //控制点朝着主角飞
            if(!mControlPointReached)
            {
                float distance = Vector2.Distance(temp, mControlPoint);
                if (distance <= MaxDistance)
                {//当前已经飞到了
                    mControlPointReached = true;
                }
                else
                {
                    mControlPointMoveSpeed += delta * AccSpeed;
                    mControlPointMoveSpeed = Math.Min(mControlPointMoveSpeed, MAXSPEED);
                    float moveDis = mControlPointMoveSpeed * delta;
                    if (moveDis >= distance)
                    {//这一步就飞到了
                        mControlPointReached = true;
                    }
                    else
                    {//继续移动
                        var controlPointDir = (temp - mControlPoint).normalized;
                        mControlPoint += controlPointDir * moveDis;
                    }
                }
            }
 
            if (mControlPointReached)
            {
                mControlPoint = temp;
            }
             
             
 
            {//自己朝着控制点飞
                float dis = Vector3.Distance(mControlPoint, Position);
 
                if (dis <= MaxDistance && mControlPointReached)
                {
                    mState = State.Destory;
                    Destroy();
                    return;
                }
                else
                {
                    mMoveSpeed += AccSpeed * delta;
                    mMoveSpeed = Math.Min(mMoveSpeed, MAXSPEED);
                    float moveDis = mMoveSpeed * delta;
                    if(moveDis>=dis)
                    {
                        Position = mControlPoint;
                        if (mControlPointReached)
                        {
                            mState = State.Destory;
                            Destroy();
                            return;
                        }
                    }
                    else
                    {
                        var dir = (mControlPoint - Position).normalized;
                        Position = Position + dir * moveDis;
                    }
                }
            }      
        }
     
 
#if !UNITY_EDITOR
}
catch (Exception ex)
{
    Logger.Error(ex.ToString());
}
#endif
}
 
    //拾取
    public void Pickup()
    {
        if(CanPickup())
        {
            NetManager.Instance.SendPickUpItemRequest(GetObjId());
            mState = State.Pickup;
        }
        mCanAutoPickup = false;
    }
 
    protected virtual void LoadRes(Action callback = null)
    {
        string prafabPath = "";
 
        var table = Table.GetItemBase(mDataId);
        if(null==table)
        {
            Logger.Error("NULL==Table.GetItemBase({0})", mDataId);
        }
        else
        {
            var tableDrop = Table.GetDropModel(table.DropModel);
            if (null == tableDrop)
            {
                Logger.Error("NULL==Table.GetDropModel({0})", table.DropModel);
            }
            else
            {
                prafabPath = tableDrop.ModelPath;
            }
        }
 
        if ("" == prafabPath)
        {
            Logger.Error("null==prafabPath)");
            return;
        }
 
        UniqueResourceId = GetNextUniqueResourceId();
        var resId = UniqueResourceId;
        ComplexObjectPool.NewObject(prafabPath, model =>
        {
            if (resId != UniqueResourceId)
            {
                return;
            }
            SetModel(model);
            //SetScale((float)tableDrop.aScale); 这个缩放放到prefab上
 
            if (null != callback)
            {
                callback();
            }           
        });
    }
 
    void PlayDropSound()
    {
        var table = Table.GetItemBase(mDataId);
        if (null != table)
        {
            var tableDrop = Table.GetDropModel(table.DropModel);
            if (null != tableDrop)
            {
                SoundManager.Instance.PlaySoundEffect(tableDrop.SoundId);
            }
        }
    }
    IEnumerator Delay()
    {
        mState = State.Delay;
 
        var renderers = mModel.GetComponentsInChildren<Renderer>();
        foreach (var renderer in renderers)
        {
            renderer.enabled = false;
        }
 
        yield return new WaitForSeconds(DelayTime);
 
        foreach (var renderer in renderers)
        {
            renderer.enabled = true;
        }
 
 
        DropToTargetPos();
    }
 
    void DropToTargetPos()
    {
        mState = State.Droping;
 
        Vector3[] paths=new Vector3[3];
        paths[0] = Position;
        paths[1] = (mTargetPos+Position)/2;
        paths[1].y = Position.y + DropHight;
        paths[2] = mTargetPos;
 
        iTween.MoveTo(gameObject, iTween.Hash("path", paths, "movetopath", true, "orienttopath", false, "time", DropTime, "easetype", iTween.EaseType.linear, "oncomplete", "DropOver"));
 
    }
 
    void DropOver()
    {
        this.StartCoroutine(DropOverStay());
    }
 
    IEnumerator DropOverStay()
    {
        yield return new WaitForSeconds(DropOverDelayTime);
        mState = State.StayOnGround;
        PlayDropSound();
    }
 
 
    public override void Destroy()
    {
        if(State.FlyToPlayer==mState)
        {
            return;
        }
 
        base.Destroy();
    }
 
    public void FlyToPlayer()
    {
        if (null != mController)
        {
            mController.ShowModel(false);
            mController.ShowEffect(true);
        }
        var myPos = ObjManager.Instance.MyPlayer.Position;
        var dir = (Position-myPos).normalized;
 
        mControlPoint = Position + dir * ControlPointOffsetDistance;
        mControlPoint.y += ControlPointOffsetHeight;
        mControlPointMoveSpeed = ControlPointSpeed;
        mMoveSpeed = MoveSpeed;
        mControlPointReached = false;
 
        mState=State.FlyToPlayer;
    }
 
}

  

posted @   MrBlue  阅读(1191)  评论(0编辑  收藏  举报
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