Beispiel #1
0
        protected override void CreateSummons(int triggerIndex)
        {
            BuffData.Summon[][] summonss = this._buff.trigger.summons;

            int index = summonss.Length - 1;

            index = triggerIndex <= index ? triggerIndex : index;

            BuffData.Summon[] summons = summonss[index];

            Battle battle = this._buff.battle;
            int    count  = summons.Length;

            for (int i = 0; i < count; i++)
            {
                BuffData.Summon summon = summons[i];

                Vec3 buffPos = this._buff.property.position;

                float distance = battle.random.NextFloat(this._buff.radius - 0.5f, this._buff.radius + 0.5f);
                Quat  q        = Quat.Euler(0f, battle.random.NextFloat(0f, 360f), 0f);
                Vec3  offset   = q * Vec3.right * distance;
                offset.y = this._buff.caster.size.y * 0.5f;
                FoxFire foxFire = battle.CreateBio <FoxFire>(summon.id, buffPos + offset, this._buff.property.direction, this._buff.caster.property.team);
                foxFire.Setup(this._buff.property.lvl, this._buff.caster, distance);
            }
        }
Beispiel #2
0
        protected virtual void CreateSummons(int triggerIndex)
        {
            BuffData.Summon[][] summonss = this._buff.trigger.summons;
            if (summonss == null)
            {
                return;
            }

            int index = summonss.Length - 1;

            index = triggerIndex <= index ? triggerIndex : index;

            BuffData.Summon[] summons = summonss[index];

            Battle battle = this._buff.battle;
            int    count  = summons.Length;

            for (int i = 0; i < count; i++)
            {
                BuffData.Summon summon = summons[i];
                if (string.IsNullOrEmpty(summon.id))
                {
                    continue;
                }

                for (int j = 0; j < summon.count; j++)
                {
                    Vec3 position;
                    Vec3 direction;
                    Vec3 buffPos = this._buff.property.position;
                    switch (summon.fill)
                    {
                    default:
                        Vec2 insideUnitCircle = battle.random.insideUnitCircle * this._buff.radius;
                        position = new Vec3(buffPos.x + insideUnitCircle.x,
                                            buffPos.y,
                                            buffPos.z + insideUnitCircle.y);
                        break;

                    case BuffData.Summon.Fill.BaseShell:
                        Vec3 onUnitSphere = battle.random.onUnitSphere * this._buff.radius;
                        position = new Vec3(buffPos.x + onUnitSphere.x,
                                            buffPos.y,
                                            buffPos.z + onUnitSphere.z);
                        break;
                    }
                    switch (summon.direction)
                    {
                    default:
                        Vec2 insideUnitCircle = battle.random.insideUnitCircle;
                        direction = Vec3.Normalize(new Vec3(insideUnitCircle.x, 0, insideUnitCircle.y));
                        break;

                    case BuffData.Summon.Direction.FollowCaster:
                        direction = this._buff.caster.property.direction;
                        break;
                    }
                    battle.CreateBio(summon.id, position, direction, this._buff.caster.property.team);
                }
            }
        }