382 boss类型的NPC进行坐标矫正; 在无法取得地板高度的时候也设置xz坐标.防止卡住
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| | | else
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| | | {
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| | | // 初始化坐标
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| | | AdjustPos(_h0406.PosX, _h0406.PosY, false);
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| | | AdjustPos(_h0406.PosX, _h0406.PosY, NpcConfig.IsBoss > 1);
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| | | }
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| | |
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| | | GAStaticDefine.NPCLocation _npcLocation;
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| | |
| | | //}
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| | | //Debug.Log(_content);
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| | |
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| | | //Debug.Log("转向了.......: " + m_Forward);
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| | | //Debug.Log("转向了.......: " + m_Forward);
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| | | }
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| | | }
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| | | }
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| | |
| | | }
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| | | }
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| | |
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| | | public void MoveToPosition(Vector3 destPos, float keepDist = 0,bool force = false)
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| | | public void MoveToPosition(Vector3 destPos, float keepDist = 0, bool force = false)
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| | | {
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| | | if (PathFindStatus == E_PathFindStatus.Moving
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| | | && m_SearchType == E_SearchType.Static
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| | |
| | | }
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| | | else
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| | | {
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| | | //Debug.LogErrorFormat("服务端给定坐标: {0} 映射至客户端坐标: {1} 为客户端无法矫正的障碍点...当前地图: {2}",
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| | | // new Vector2(sPosX, sPosY), new Vector2(_clntPos.x, _clntPos.z), PlayerDatas.Instance.baseData.MapID);
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| | | if (!TryGetValidPos(_clntPos, ref _adjustPos))
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| | | {
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| | | Debug.LogErrorFormat("服务端给定坐标: {0} 映射至客户端坐标: {1} 为客户端无法矫正的障碍点...当前地图: {2}",
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| | | new Vector2(sPosX, sPosY), new Vector2(_clntPos.x, _clntPos.z), PlayerDatas.Instance.baseData.MapID);
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| | | return;
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| | | }
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| | | }
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| | |
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| | | float _groundHeight;
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| | | float _groundHeight = Pos.y;
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| | | if (!CollisionUtility.TryGetGroundHeight(_adjustPos, out _groundHeight))
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| | | {
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| | | Debug.LogErrorFormat("服务端给定坐标: {0} 映射至客户端坐标: {1} 客户端无法从此点计算出地板高度...",
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| | | new Vector2(sPosX, sPosY), new Vector2(_clntPos.x, _clntPos.z));
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| | | return;
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| | | Debug.LogErrorFormat("服务端给定坐标: {0} 映射至客户端坐标: {1} 并且矫正后: {2}客户端无法从此点计算出地板高度...",
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| | | new Vector2(sPosX, sPosY), new Vector2(_clntPos.x, _clntPos.y), new Vector2(_adjustPos.x, _adjustPos.z));
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| | | }
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| | |
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| | | _adjustPos.y = _groundHeight;
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