//---------------------------------------------------// // [8/4/2009 Albert] // Description: 清除路径点 //---------------------------------------------------// void CDynamicObject::BeginPathPoint() { if( m_hUpdateTimer != INVALID_TIMER_HANDLE ) { unsigned int release_time = ThisTimer()->remove_event( m_hUpdateTimer ); m_hUpdateTimer = INVALID_TIMER_HANDLE; if( release_time > 0 ) { // 计算向量 XVector3 Vec = m_vNextPosition - GetPosition(); Vec.NormalizeFast(); // 剩余了多少距离 Vec *= release_time/1000.0f; // 下此更新坐标和剩余距离的差值则为当前的位置 m_vNextPosition -= Vec; CGameMap* pScene = static_cast< CGameMap* >( CXObjectPool::GetInstance().GetObj( GetParent(), TypeGameMap ) ); if( pScene ) { if( pScene->DynamicMoveTo( this, m_vNextPosition, false ) ) { OnStep( m_vNextPosition ); } } } } m_PointList.clear(); }
//---------------------------------------------------// // [8/5/2009 Albert] // Description: 移动定时器 //---------------------------------------------------// bool CDynamicObject::UpdateTimer( unsigned int handle, unsigned short& repeat, unsigned int& timer ) { repeat = 1; timer = TIMER_SECONDS(1.0f); // 先移动到当前所在的位置. CGameMap* pScene = static_cast< CGameMap* >( CXObjectPool::GetInstance().GetObj( GetParent(), TypeGameMap ) ); if( pScene ) { if( pScene->DynamicMoveTo( this, m_vNextPosition, false ) ) { //CLogger::GetInstance(_T("Log"))->WriteLog( _T("角色[%08x]移动到路点[%f,%f,%f]") // , GetObjID() // , m_vNextPosition[0], m_vNextPosition[1], m_vNextPosition[2] ); OnStep( m_vNextPosition ); } else { OnArrived( m_vNextPosition ); return true; } } else { m_hUpdateTimer = INVALID_TIMER_HANDLE; return true; } // 计算下一个点 if( m_PointList.empty() ) { m_hUpdateTimer = INVALID_TIMER_HANDLE; OnArrived( m_vNextPosition ); return true; } const PathPoint& target = m_PointList.front(); XVector3 Vec = target.vPosition - m_vNextPosition; float distance = Vec.SqurLength(); float fSpeed = target.fSpeed; if( distance < fSpeed*fSpeed ) { // 当前坐标到目标点的距离小于速度值 m_vNextPosition = target.vPosition; float t = XMath::Sqrt( distance )/fSpeed; timer = TIMER_SECONDS(t); m_PointList.pop_front(); } else { Vec.NormalizeFast(); Vec *= fSpeed; m_vNextPosition += Vec; } return false; }