初始化提交
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78
Content/Lua/GamePlay/BusyRole/Movement.lua
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78
Content/Lua/GamePlay/BusyRole/Movement.lua
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local FVector = import "Vector"
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local FVector2D = import "Vector2D"
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local Reactive = require "Core.Reactive"
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local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
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local Movement = {
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proxy = {},
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}
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function Movement:ReceiveComponentBeginPlay()
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self.proxy = Reactive.ReactiveProperty({
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isIdle = true,
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direction = {X = 0, Y = 0},
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destination = {X = 0, Y = 0}
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})
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end
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function Movement:ReceiveComponentTick(delta_time)
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local proxy = self.proxy
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if proxy.isIdle then return end
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local new_pos = FVector()
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local owner = self:GetOwner()
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local curr_pos = owner:K2_GetActorLocation()
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new_pos.Z = curr_pos.Z
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local move_distance = delta_time * owner:GetSpeed()
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local distance_x = proxy.destination.X - curr_pos.X
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local distance_y = proxy.destination.Y - curr_pos.Y
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if move_distance^2 >= distance_x^2 + distance_y^2 then
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proxy.isIdle = true
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new_pos.X = proxy.destination.X
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new_pos.Y = proxy.destination.Y
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proxy.direction = FVector2D()
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else
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new_pos.X = curr_pos.X + proxy.direction.X * move_distance
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new_pos.Y = curr_pos.Y + proxy.direction.Y * move_distance
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end
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owner:K2_SetActorLocation(new_pos, true, nil, false)
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end
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function Movement:SetDestination(x, y)
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local direction = FVector2D()
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local destination = FVector2D()
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local owner = self:GetOwner()
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local curr_pos = owner:K2_GetActorLocation()
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local delta_x = x - curr_pos.X
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local delta_y = y - curr_pos.Y
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-- 计算方向向量
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local length = math.sqrt(delta_x ^ 2 + delta_y ^ 2)
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if length > 0 then
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direction.X, direction.Y = delta_x / length, delta_y / length
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else
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direction.X, direction.Y = 0, 0
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end
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destination.X , destination.Y = x, y
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self.proxy.isIdle = false
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self.proxy.direction = direction
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self.proxy.destination = destination
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end
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function Movement:Stop()
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self.proxy.isIdle = true
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end
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function Movement:BackBonfire()
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local sub_system = BusyActorManagerSubSystem.Get(self)
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local bonfire = sub_system:GetNearestBonfire()
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local position = bonfire:K2_GetActorLocation()
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self:SetDestination(position.X, position.Y)
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end
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return Class(nil, nil, Movement)
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