添加甘肃定西安定万达广场场景
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enemy.ai.destination = targetPos.Value;
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float dis=Vector3.Distance(enemy.transform.position.ReflectVectorXOZ(),targetPos.Value.ReflectVectorXOZ());
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Liaoning_Huludao_Jianchang_XinglongDajiating = 78,
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Ningxia_Yinchuan_Xingqing_XinhuaBaihuo_Shiwai=79,
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Ningxia_Wuzhong_Litong_YiwuShangmaocheng=80,
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Gansu_Dingxi_Anding_WandaGuangchang=81,
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public class GameLocal : MonoBehaviour
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}
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[Server]
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//{
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// playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
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// playerAI.ai.maxSpeed = 2;
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// PlayerAiList.Add(i + 2, playerAI);
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// }
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// curRoundEnemyCount = EnemyList.Count;
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public void PlayEndEvent(bool isEnd)
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{
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Debug.LogError("开启End事件");
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if (isEnd)
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{
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PlaySound2DRPC("1.61");
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OpenDoor();
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else
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{
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// 如果是PK事件,设置游戏状态
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gameState = GameState.PKEvent;
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isPkEvent = true;
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}
|
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gameState = GameState.EndEvent;
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GivePistol(GunType.MeleeWeapon);
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foreach (var item in PlayerAiList.Values)
|
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{
|
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if (GameLocal.Ins.enemyStartPos == null || GameLocal.Ins.enemyStartPos.Length == 0)
|
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{
|
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Debug.LogError("enemyStartPos 数组为空或未初始化");
|
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return;
|
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}
|
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// 定义3x3范围的中心点和大小
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float areaSize = 3f; // 3x3的范围
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// 修复:计算安全的数组索引
|
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int enemyStartPosCount = GameLocal.Ins.enemyStartPos.Length;
|
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int enemyEndPosCount = GameLocal.Ins.enemyEndPos?.Length ?? 0;
|
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|
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for (int i = 0; i < createCount; i++)
|
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PlaySound2DRPC("1.61");
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OpenDoor();
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for (int i = 0; i < 7; i++)
|
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{
|
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|
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|
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// 检查 enemyEndPos 数组
|
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if (targetPos == null || targetPos.Length == 0)
|
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{
|
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|
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break;
|
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}
|
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|
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GameObject enemy = Instantiate(enemyEndAiPre);
|
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NetworkServer.Spawn(enemy);
|
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|
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// 检查是否为指定场地
|
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if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
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{
|
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|
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|
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|
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0,
|
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|
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);
|
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|
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enemy.transform.eulerAngles = Vector3.zero;
|
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}
|
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else
|
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{
|
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// 确保 posId 不超过数组边界
|
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|
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|
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|
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// 同样确保 enemyEndPos 的索引安全
|
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|
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|
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}
|
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|
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int posId = i / 3;
|
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enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
|
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|
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enemyIndex++;
|
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|
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|
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// 修复:检查 AiInfos 是否包含必要的键
|
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Vector3 targetPosition = isEnd ? GameLocal.Ins.pkPos.position : GameLocal.Ins.self.transform.position;
|
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enemyScript.OnSpawn(enemyIndex, 3, 1, targetPosition);
|
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|
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if (AiInfos.ContainsKey(3))
|
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{
|
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enemyScript.ai.maxSpeed = 2;
|
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}
|
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else
|
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{
|
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Debug.LogWarning("AiInfos 中不存在键为 3 的条目,使用默认速度");
|
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enemyScript.ai.maxSpeed = 2; // 使用默认值
|
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}
|
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|
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enemyScript.OnSpawn(enemyIndex, 3, 1, GameLocal.Ins.pkPos.position);
|
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enemyScript.ai.maxSpeed = 2;
|
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EnemyList.Add(enemyIndex, enemyScript);
|
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|
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if (isEnd)
|
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{
|
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GameObject playerAi = Instantiate(playerEndAiPres);
|
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NetworkServer.Spawn(playerAi);
|
||||
|
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// 检查是否为指定场地
|
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if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
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{
|
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Vector3 randomOffset;
|
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bool positionValid;
|
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int attempts = 0;
|
||||
|
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do
|
||||
{
|
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randomOffset = new Vector3(
|
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Random.Range(-areaSize / 2f, areaSize / 2f),
|
||||
0,
|
||||
Random.Range(-areaSize / 2f, areaSize / 2f)
|
||||
);
|
||||
|
||||
positionValid = true;
|
||||
Vector3 proposedPos = centerPos + randomOffset;
|
||||
|
||||
foreach (var existingEnemy in EnemyList.Values)
|
||||
{
|
||||
if (Vector3.Distance(proposedPos, existingEnemy.transform.position) < 0.8f)
|
||||
{
|
||||
positionValid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
attempts++;
|
||||
if (attempts > 15) break;
|
||||
|
||||
} while (!positionValid);
|
||||
|
||||
playerAi.transform.position = centerPos + randomOffset;
|
||||
playerAi.transform.eulerAngles = Vector3.zero;
|
||||
}
|
||||
else
|
||||
{
|
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// 非指定场地也需要防重叠
|
||||
int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
|
||||
Vector3 basePosition = GameLocal.Ins.enemyStartPos[posId].position;
|
||||
|
||||
// 在基础位置上添加随机偏移
|
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Vector3 randomOffset = new Vector3(
|
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Random.Range(-1.5f, 1.5f),
|
||||
0,
|
||||
Random.Range(-1.5f, 1.5f)
|
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);
|
||||
|
||||
Vector3 spawnPosition = basePosition + randomOffset;
|
||||
|
||||
// 检查位置是否有效
|
||||
bool positionValid = true;
|
||||
foreach (var existingEnemy in EnemyList.Values)
|
||||
{
|
||||
if (Vector3.Distance(spawnPosition, existingEnemy.transform.position) < 0.8f)
|
||||
{
|
||||
positionValid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果位置无效,尝试另一个偏移
|
||||
if (!positionValid)
|
||||
{
|
||||
randomOffset = new Vector3(
|
||||
Random.Range(-2.0f, 2.0f),
|
||||
0,
|
||||
Random.Range(-2.0f, 2.0f)
|
||||
);
|
||||
spawnPosition = basePosition + randomOffset;
|
||||
}
|
||||
|
||||
enemy.transform.position = spawnPosition;
|
||||
|
||||
int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
|
||||
enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
|
||||
}
|
||||
|
||||
PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
|
||||
playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
|
||||
playerAI.ai.maxSpeed = 2;
|
||||
PlayerAiList.Add(i + 2, playerAI);
|
||||
}
|
||||
}
|
||||
// 对于现有的敌人,更新它们的目标
|
||||
foreach (var enemy in EnemyList.Values)
|
||||
{
|
||||
if (enemy.behaviorTree != null)
|
||||
{
|
||||
// 如果isPkEvent为true,更新敌人的目标为玩家
|
||||
if (isPkEvent)
|
||||
{
|
||||
GameObject player = GetPlayer(enemy.transform);
|
||||
if (player != null)
|
||||
{
|
||||
enemy.target = player;
|
||||
var sharedTarget = enemy.behaviorTree.GetVariable("target") as SharedGameObject;
|
||||
if (sharedTarget != null)
|
||||
{
|
||||
sharedTarget.Value = player;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
GameObject playerAi = Instantiate(playerEndAiPres);
|
||||
NetworkServer.Spawn(playerAi);
|
||||
playerAi.transform.position = GameLocal.Ins.endPlayerStartPos.position;
|
||||
playerAi.transform.eulerAngles = AiInfos[1].EulerAngles;
|
||||
PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
|
||||
playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
|
||||
playerAI.ai.maxSpeed = 2;
|
||||
PlayerAiList.Add(i + 2, playerAI);
|
||||
}
|
||||
curRoundEnemyCount = EnemyList.Count;
|
||||
|
||||
// 可选:在指定场地时添加调试可视化
|
||||
if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
{
|
||||
Debug.Log($"在场地 {GameLocal.Ins.place} 中,所有单位已生成在3x3范围内,中心点: {centerPos}");
|
||||
}
|
||||
}
|
||||
//public void PlayEndEvent(bool isEnd)
|
||||
//{
|
||||
// Debug.LogError("开启End事件");
|
||||
|
||||
// 调试用:绘制3x3区域
|
||||
private void DrawDebugArea(Vector3 center, float size)
|
||||
{
|
||||
Vector3 bottomLeft = center + new Vector3(-size / 2, 0, -size / 2);
|
||||
Vector3 bottomRight = center + new Vector3(size / 2, 0, -size / 2);
|
||||
Vector3 topLeft = center + new Vector3(-size / 2, 0, size / 2);
|
||||
Vector3 topRight = center + new Vector3(size / 2, 0, size / 2);
|
||||
// if (isEnd)
|
||||
// {
|
||||
// gameState = GameState.EndEvent;
|
||||
// PlaySound2DRPC("1.61");
|
||||
// OpenDoor();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // 如果是PK事件,设置游戏状态
|
||||
// gameState = GameState.PKEvent;
|
||||
// isPkEvent = true;
|
||||
// }
|
||||
// GivePistol(GunType.MeleeWeapon);
|
||||
// foreach (var item in PlayerAiList.Values)
|
||||
// {
|
||||
// item.EndEvent();
|
||||
// }
|
||||
|
||||
Debug.DrawLine(bottomLeft, bottomRight, Color.red, 10f);
|
||||
Debug.DrawLine(bottomRight, topRight, Color.red, 10f);
|
||||
Debug.DrawLine(topRight, topLeft, Color.red, 10f);
|
||||
Debug.DrawLine(topLeft, bottomLeft, Color.red, 10f);
|
||||
}
|
||||
// // 检查 enemyStartPos 数组是否为空或长度不足
|
||||
// if (GameLocal.Ins.enemyStartPos == null || GameLocal.Ins.enemyStartPos.Length == 0)
|
||||
// {
|
||||
// Debug.LogError("enemyStartPos 数组为空或未初始化");
|
||||
// return;
|
||||
// }
|
||||
|
||||
// // 定义3x3范围的中心点和大小
|
||||
// Vector3 centerPos = GameLocal.Ins.pkPos.position;
|
||||
// float areaSize = 3f; // 3x3的范围
|
||||
|
||||
// int createCount = isEnd ? 7 : 15;
|
||||
|
||||
// // 修复:计算安全的数组索引
|
||||
// int enemyStartPosCount = GameLocal.Ins.enemyStartPos.Length;
|
||||
// int enemyEndPosCount = GameLocal.Ins.enemyEndPos?.Length ?? 0;
|
||||
|
||||
// for (int i = 0; i < createCount; i++)
|
||||
// {
|
||||
// Transform[] targetPos = GameLocal.Ins.enemyEndPos;
|
||||
|
||||
// // 检查 enemyEndPos 数组
|
||||
// if (targetPos == null || targetPos.Length == 0)
|
||||
// {
|
||||
// Debug.LogError("enemyEndPos 数组为空");
|
||||
// break;
|
||||
// }
|
||||
|
||||
// GameObject enemy = Instantiate(enemyEndAiPre);
|
||||
// NetworkServer.Spawn(enemy);
|
||||
|
||||
// // 检查是否为指定场地
|
||||
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
// {
|
||||
// // 在3x3范围内随机生成位置
|
||||
// Vector3 randomOffset = new Vector3(
|
||||
// Random.Range(-areaSize / 2f, areaSize / 2f),
|
||||
// 0,
|
||||
// Random.Range(-areaSize / 2f, areaSize / 2f)
|
||||
// );
|
||||
// enemy.transform.position = centerPos + randomOffset;
|
||||
// enemy.transform.eulerAngles = Vector3.zero;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // 修复:使用安全的数组索引
|
||||
// // 确保 posId 不超过数组边界
|
||||
// int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
|
||||
// enemy.transform.position = GameLocal.Ins.enemyStartPos[posId].position;
|
||||
|
||||
// // 同样确保 enemyEndPos 的索引安全
|
||||
// int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
|
||||
// enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
|
||||
// }
|
||||
|
||||
// enemyIndex++;
|
||||
// Enemy enemyScript = enemy.GetComponent<Enemy>();
|
||||
|
||||
// // 修复:检查 AiInfos 是否包含必要的键
|
||||
// Vector3 targetPosition = isEnd ? GameLocal.Ins.pkPos.position : GameLocal.Ins.self.transform.position;
|
||||
// enemyScript.OnSpawn(enemyIndex, 3, 1, targetPosition);
|
||||
|
||||
// if (AiInfos.ContainsKey(3))
|
||||
// {
|
||||
// enemyScript.ai.maxSpeed = 2;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.LogWarning("AiInfos 中不存在键为 3 的条目,使用默认速度");
|
||||
// enemyScript.ai.maxSpeed = 2; // 使用默认值
|
||||
// }
|
||||
|
||||
// EnemyList.Add(enemyIndex, enemyScript);
|
||||
|
||||
// if (isEnd)
|
||||
// {
|
||||
// GameObject playerAi = Instantiate(playerEndAiPres);
|
||||
// NetworkServer.Spawn(playerAi);
|
||||
|
||||
// // 检查是否为指定场地
|
||||
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
// {
|
||||
// Vector3 randomOffset;
|
||||
// bool positionValid;
|
||||
// int attempts = 0;
|
||||
|
||||
// do
|
||||
// {
|
||||
// randomOffset = new Vector3(
|
||||
// Random.Range(-areaSize / 2f, areaSize / 2f),
|
||||
// 0,
|
||||
// Random.Range(-areaSize / 2f, areaSize / 2f)
|
||||
// );
|
||||
|
||||
// positionValid = true;
|
||||
// Vector3 proposedPos = centerPos + randomOffset;
|
||||
|
||||
// foreach (var existingEnemy in EnemyList.Values)
|
||||
// {
|
||||
// if (Vector3.Distance(proposedPos, existingEnemy.transform.position) < 0.8f)
|
||||
// {
|
||||
// positionValid = false;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
// attempts++;
|
||||
// if (attempts > 15) break;
|
||||
|
||||
// } while (!positionValid);
|
||||
|
||||
// playerAi.transform.position = centerPos + randomOffset;
|
||||
// playerAi.transform.eulerAngles = Vector3.zero;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// // 非指定场地也需要防重叠
|
||||
// int posId = Mathf.Clamp(i / 3, 0, enemyStartPosCount - 1);
|
||||
// Vector3 basePosition = GameLocal.Ins.enemyStartPos[posId].position;
|
||||
|
||||
// // 在基础位置上添加随机偏移
|
||||
// Vector3 randomOffset = new Vector3(
|
||||
// Random.Range(-1.5f, 1.5f),
|
||||
// 0,
|
||||
// Random.Range(-1.5f, 1.5f)
|
||||
// );
|
||||
|
||||
// Vector3 spawnPosition = basePosition + randomOffset;
|
||||
|
||||
// // 检查位置是否有效
|
||||
// bool positionValid = true;
|
||||
// foreach (var existingEnemy in EnemyList.Values)
|
||||
// {
|
||||
// if (Vector3.Distance(spawnPosition, existingEnemy.transform.position) < 0.8f)
|
||||
// {
|
||||
// positionValid = false;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // 如果位置无效,尝试另一个偏移
|
||||
// if (!positionValid)
|
||||
// {
|
||||
// randomOffset = new Vector3(
|
||||
// Random.Range(-2.0f, 2.0f),
|
||||
// 0,
|
||||
// Random.Range(-2.0f, 2.0f)
|
||||
// );
|
||||
// spawnPosition = basePosition + randomOffset;
|
||||
// }
|
||||
|
||||
// enemy.transform.position = spawnPosition;
|
||||
|
||||
// int targetPosId = Mathf.Clamp(i / 3, 0, enemyEndPosCount - 1);
|
||||
// enemy.transform.eulerAngles = targetPos[targetPosId].eulerAngles;
|
||||
// }
|
||||
|
||||
// PlayerAI playerAI = playerAi.GetComponent<PlayerAI>();
|
||||
// playerAI.OnSpawn(i + 2, PlayerAIType.EndPlayerAi, 1, enemy);
|
||||
// playerAI.ai.maxSpeed = 2;
|
||||
// PlayerAiList.Add(i + 2, playerAI);
|
||||
// }
|
||||
// }
|
||||
// // 对于现有的敌人,更新它们的目标
|
||||
// foreach (var enemy in EnemyList.Values)
|
||||
// {
|
||||
// if (enemy.behaviorTree != null)
|
||||
// {
|
||||
// // 如果isPkEvent为true,更新敌人的目标为玩家
|
||||
// if (isPkEvent)
|
||||
// {
|
||||
// GameObject player = GetPlayer(enemy.transform);
|
||||
// if (player != null)
|
||||
// {
|
||||
// enemy.target = player;
|
||||
// var sharedTarget = enemy.behaviorTree.GetVariable("target") as SharedGameObject;
|
||||
// if (sharedTarget != null)
|
||||
// {
|
||||
// sharedTarget.Value = player;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// curRoundEnemyCount = EnemyList.Count;
|
||||
|
||||
// // 可选:在指定场地时添加调试可视化
|
||||
// if (GameLocal.Ins.place == Place.Jiangsu_Xvzhou_Guolou_Oulebao)
|
||||
// {
|
||||
// Debug.Log($"在场地 {GameLocal.Ins.place} 中,所有单位已生成在3x3范围内,中心点: {centerPos}");
|
||||
// }
|
||||
//}
|
||||
|
||||
//// 调试用:绘制3x3区域
|
||||
//private void DrawDebugArea(Vector3 center, float size)
|
||||
//{
|
||||
// Vector3 bottomLeft = center + new Vector3(-size / 2, 0, -size / 2);
|
||||
// Vector3 bottomRight = center + new Vector3(size / 2, 0, -size / 2);
|
||||
// Vector3 topLeft = center + new Vector3(-size / 2, 0, size / 2);
|
||||
// Vector3 topRight = center + new Vector3(size / 2, 0, size / 2);
|
||||
|
||||
// Debug.DrawLine(bottomLeft, bottomRight, Color.red, 10f);
|
||||
// Debug.DrawLine(bottomRight, topRight, Color.red, 10f);
|
||||
// Debug.DrawLine(topRight, topLeft, Color.red, 10f);
|
||||
// Debug.DrawLine(topLeft, bottomLeft, Color.red, 10f);
|
||||
//}
|
||||
[ClientRpc]
|
||||
public void OpenDoor()
|
||||
{
|
||||
|
||||
@@ -251,9 +251,12 @@ EditorBuildSettings:
|
||||
- enabled: 0
|
||||
path: Assets/_DefendNJ/Scenes/Company1Floor1.unity
|
||||
guid: 7cf7ec30a7c9a794ea954e3df9864d9d
|
||||
- enabled: 1
|
||||
- enabled: 0
|
||||
path: Assets/_DefendNJ/Scenes/Ningxia_Wuzhong_Litong_YiwuShangmaocheng.unity
|
||||
guid: dcc829e36b6bfbc4398869eb11f1639a
|
||||
- enabled: 1
|
||||
path: Assets/_DefendNJ/Scenes/Gansu_Dingxi_Anding_WandaGuangchang.unity
|
||||
guid: a6c5a7f96b30a404da3fef7a28e2e733
|
||||
m_configObjects:
|
||||
Unity.XR.PXR.Settings: {fileID: 11400000, guid: d0f8149c48842b4488cf6fb974cff9a2,
|
||||
type: 2}
|
||||
|
||||
@@ -163,7 +163,7 @@ PlayerSettings:
|
||||
androidSupportedAspectRatio: 1
|
||||
androidMaxAspectRatio: 2.1
|
||||
applicationIdentifier:
|
||||
Android: com.pineappletech.defendnj.ningxiawuzhonglitongyiwushangmaocheng
|
||||
Android: com.pineappletech.defendnj.gansudingxiandingwandaguangchang
|
||||
Standalone: com.DefaultCompany.com.unity.template.ar
|
||||
buildNumber:
|
||||
Standalone: 0
|
||||
|
||||
Reference in New Issue
Block a user