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@@ -1,7 +1,7 @@
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using JNGame.PathFinding;
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using UnityEngine;
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namespace Lockstep.Game
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namespace JNGame.Game
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{
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/// <summary>
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/// 地图调试可视化
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@@ -36,15 +36,15 @@ namespace Game.Logic.System.Usual
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DtCrowdAgentUpdateFlags.DT_CROWD_OPTIMIZE_TOPO |
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DtCrowdAgentUpdateFlags.DT_CROWD_OBSTACLE_AVOIDANCE;
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DtCrowdAgentParams ap = new DtCrowdAgentParams();
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ap.radius = (LFloat)0.6f;
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ap.height = (LFloat)2f;
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ap.maxAcceleration = (LFloat)8.0f;
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ap.maxSpeed = (LFloat)6f;
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ap.collisionQueryRange = ap.radius * (LFloat)12f;
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ap.pathOptimizationRange = ap.radius * (LFloat)30f;
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ap.radius = new LFloat("",600);
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ap.height = new LFloat("",2000);
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ap.maxAcceleration = new LFloat("",8000);
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ap.maxSpeed = new LFloat("",6000);
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ap.collisionQueryRange = ap.radius * (new LFloat("", 12000));
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ap.pathOptimizationRange = ap.radius * new LFloat("",30000);
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ap.updateFlags = updateFlags;
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ap.obstacleAvoidanceType = 0;
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ap.separationWeight = (LFloat)2f;
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ap.separationWeight = new LFloat("",2000);
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return ap;
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}
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@@ -32,7 +32,7 @@ namespace Service
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public override async Task OnInit()
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{
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var map = await Resources.LoadAsync<TextAsset>("Samples/Battle/Map/NavMesh/Map_1001.navmesh") as TextAsset;
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var map2 = await Resources.LoadAsync<TextAsset>("Samples/map1") as TextAsset;
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var map2 = await Resources.LoadAsync<TextAsset>("map1") as TextAsset;
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if (map != null) MapData = JsonUtil.ToObject<StaticMapData>(map.text);
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if (map2 != null) MapData2 = JsonUtil.ToObject<MeshData>(map2.text);
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if (MapData != null) Debug.Log("加载地图资源完成");
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