Beispiel #1
0
 public override void Leave(Action _action, Track _track)
 {
     base.Leave(_action, _track);
     if (this.actorObj)
     {
         this.RecoverAnimation();
         if (this.forbidMove)
         {
             this.actorObj.handle.ActorControl.RmvNoAbilityFlag(ObjAbilityType.ObjAbility_Move);
         }
         if (this.IsFreeze)
         {
             this.actorObj.handle.ActorControl.RmvNoAbilityFlag(ObjAbilityType.ObjAbility_Freeze);
         }
         if (this.forbidSkill)
         {
             this.actorObj.handle.ActorControl.RmvDisableSkillFlag(SkillSlotType.SLOT_SKILL_COUNT, false);
         }
         if (this.freezeHeight > 0 && this.actorObj.handle.isMovable)
         {
             VInt  vInt     = 0;
             VInt3 location = this.actorObj.handle.location;
             location.y -= this.freezeHeight;
             PathfindingUtility.GetGroundY(location, out vInt);
             if (location.y < vInt.i)
             {
                 location.y = vInt.i;
             }
             this.actorObj.handle.location = location;
         }
     }
 }
Beispiel #2
0
        protected override void OnRevive()
        {
            VInt  num3;
            VInt3 zero    = VInt3.zero;
            VInt3 forward = VInt3.forward;

            if (this.autoRevived && this.m_reviveContext.bBaseRevive)
            {
                Singleton <BattleLogic> .GetInstance().mapLogic.GetRevivePosDir(ref base.actor.TheActorMeta, false, out zero, out forward);

                base.actor.EquipComponent.ResetHasLeftEquipBoughtArea();
            }
            else
            {
                Player player = ActorHelper.GetOwnerPlayer(ref this.actorPtr);
                zero    = player.Captain.handle.location;
                forward = player.Captain.handle.forward;
            }
            if (PathfindingUtility.GetGroundY(zero, out num3))
            {
                base.actor.groundY = num3;
                zero.y             = num3.i;
            }
            base.actor.forward  = forward;
            base.actor.location = zero;
            base.actor.ObjLinker.SetForward(forward, -1);
            base.OnRevive();
            Player ownerPlayer = ActorHelper.GetOwnerPlayer(ref this.actorPtr);

            if (ownerPlayer != null)
            {
                Singleton <EventRouter> .instance.BroadCastEvent <Player>(EventID.PlayerReviveTime, ownerPlayer);
            }
        }
Beispiel #3
0
        public void GravityMoveLerp(int _deltaTime, bool bReset)
        {
            int     motionLerpDistance = 0;
            Vector3 zero = Vector3.zero;
            SpecialMotionControler controler = null;

            if (this.Movement != null)
            {
                VInt num2;
                if (this.motionControlers.Count != 0)
                {
                    this.Movement.isLerpFlying = true;
                    zero = this.Movement.actor.gameObject.transform.position;
                    PathfindingUtility.GetGroundY((VInt3)zero, out num2);
                    for (int i = 0; i < this.motionControlers.Count; i++)
                    {
                        controler           = this.motionControlers[i];
                        motionLerpDistance += controler.GetMotionLerpDistance(_deltaTime);
                    }
                    zero.y += ((float)motionLerpDistance) / 1000f;
                    if (((float)num2) > zero.y)
                    {
                        zero.y = (float)num2;
                        this.Movement.actor.gameObject.transform.position = zero;
                    }
                    else
                    {
                        this.Movement.actor.gameObject.transform.position = zero;
                    }
                }
                else if (this.Movement.isLerpFlying)
                {
                    zero = this.Movement.actor.gameObject.transform.position;
                    PathfindingUtility.GetGroundY((VInt3)zero, out num2);
                    if (((float)num2) >= zero.y)
                    {
                        zero.y = (float)num2;
                        this.Movement.actor.gameObject.transform.position = zero;
                        this.Movement.isLerpFlying = false;
                        this.gravityControler.ResetLerpTime();
                    }
                    else
                    {
                        motionLerpDistance = this.gravityControler.GetMotionLerpDistance(_deltaTime);
                        zero.y            += ((float)motionLerpDistance) / 1000f;
                        if (((float)num2) > zero.y)
                        {
                            zero.y = (float)num2;
                            this.Movement.actor.gameObject.transform.position = zero;
                            this.Movement.isLerpFlying = false;
                            this.gravityControler.ResetLerpTime();
                        }
                        else
                        {
                            this.Movement.actor.gameObject.transform.position = zero;
                        }
                    }
                }
            }
        }
Beispiel #4
0
        public void Teleport()
        {
            VInt  groundY = this.actor_.get_handle().groundY;
            VInt3 vInt    = this.dir.NormalizeTo(this.moveDistance);
            VInt3 vInt2   = this.actor_.get_handle().location + vInt;
            bool  flag    = false;

            if (PathfindingUtility.IsValidTarget(this.actor_, vInt2))
            {
                PathfindingUtility.GetGroundY(vInt2, out groundY);
                vInt2.y = groundY.i;
                this.actor_.get_handle().location = vInt2;
            }
            else
            {
                VInt3 vInt3 = PathfindingUtility.FindValidTarget(this.actor_, vInt2, this.actor_.get_handle().location, 10000, out flag);
                if (flag)
                {
                    PathfindingUtility.GetGroundY(vInt3, out groundY);
                    vInt3.y = groundY.i;
                    this.actor_.get_handle().location = vInt3;
                }
                else
                {
                    vInt = PathfindingUtility.Move(this.actor_.get_handle(), vInt, out groundY, out this.actor_.get_handle().hasReachedNavEdge, null);
                    this.actor_.get_handle().location += vInt;
                }
            }
            if (this.bUseRecordPosition)
            {
                this.actor_.get_handle().ActorControl.RmvNoAbilityFlag(ObjAbilityType.ObjAbility_MoveProtect);
            }
            this.actor_.get_handle().groundY = groundY;
            this.done_ = true;
        }
Beispiel #5
0
        private void ActionMoveLerp(ActorRoot actor, uint nDelta, bool bReset)
        {
            if (actor == null || this.stopCondtion)
            {
                return;
            }
            VInt3   location = actor.location;
            VInt3   vInt     = this.destPosition - location;
            int     num      = this.velocity * (int)nDelta / 1000;
            Vector3 vector   = actor.myTransform.position;

            if (this.gravity < 0)
            {
                vInt.y    = 0;
                vector   += (Vector3)vInt.NormalizeTo(num);
                vector.y += (float)this.gravityControler.GetMotionLerpDistance((int)nDelta) / 1000f;
                VInt vInt2;
                if (PathfindingUtility.GetGroundY((VInt3)vector, out vInt2) && vector.y < (float)vInt2)
                {
                    vector.y = (float)vInt2;
                }
            }
            else
            {
                vector += (Vector3)vInt.NormalizeTo(num);
            }
            actor.myTransform.position = vector;
        }
Beispiel #6
0
        public override void Enter(Action _action, Track _track)
        {
            base.Enter(_action, _track);
            this.actorObj = _action.GetActorHandle(this.targetId);
            if (!this.actorObj)
            {
                return;
            }
            ObjWrapper actorControl = this.actorObj.get_handle().ActorControl;

            if (actorControl == null)
            {
                return;
            }
            this.PauseAnimation();
            actorControl.TerminateMove();
            actorControl.ClearMoveCommand();
            actorControl.ForceAbortCurUseSkill();
            this.actorObj.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_Move);
            this.actorObj.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_Freeze);
            this.actorObj.get_handle().ActorControl.AddDisableSkillFlag(SkillSlotType.SLOT_SKILL_COUNT, false);
            if (this.freezeHeight > 0 && this.actorObj.get_handle().isMovable)
            {
                VInt  vInt     = 0;
                VInt3 location = this.actorObj.get_handle().location;
                PathfindingUtility.GetGroundY(location, out vInt);
                location.y = vInt.i + this.freezeHeight;
                this.actorObj.get_handle().location = location;
            }
        }
 private void SetFinalPos()
 {
     if (!this.bStayInCurrentPosWhenStop)
     {
         VInt vInt = 0;
         PathfindingUtility.GetGroundY(this.finalPos, out vInt);
         this.finalPos.y             = vInt.i;
         this.actor_.handle.location = this.finalPos;
     }
     else if (!PathfindingUtility.IsValidTarget(this.actor_, this.actor_.handle.location))
     {
         bool  flag  = false;
         VInt3 vInt2 = VInt3.zero;
         vInt2 = PathfindingUtility.FindValidTarget(this.actor_, this.actor_.handle.location, this.finalPos, 10000, out flag);
         if (!flag)
         {
             vInt2 = PathfindingUtility.FindValidTarget(this.actor_, this.actor_.handle.location, this.srcPos, 10000, out flag);
         }
         if (flag)
         {
             VInt vInt3 = 0;
             PathfindingUtility.GetGroundY(vInt2, out vInt3);
             vInt2.y       = vInt3.i;
             this.finalPos = vInt2;
             this.actor_.handle.location = vInt2;
         }
         else
         {
             this.actor_.handle.location = this.finalPos;
         }
     }
 }
 private void ActionMoveLerp(ActorRoot actor, uint nDelta, bool bReset)
 {
     if ((actor != null) && !this.stopCondtion)
     {
         Vector3 one     = Vector3.one;
         int     newMagn = (int)((this.velocity * nDelta) / 0x3e8);
         one = actor.gameObject.transform.position;
         if (this.gravity < 0)
         {
             VInt num2;
             this.lerpDirection.y = 0;
             one   += (Vector3)this.lerpDirection.NormalizeTo(newMagn);
             one.y += ((float)this.gravityControler.GetMotionLerpDistance((int)nDelta)) / 1000f;
             if (PathfindingUtility.GetGroundY(this.destPosition, out num2) && (one.y < ((float)num2)))
             {
                 one.y = (float)num2;
             }
         }
         else
         {
             one += (Vector3)this.lerpDirection.NormalizeTo(newMagn);
         }
         actor.gameObject.transform.position = one;
     }
 }
 private void ActionMoveLerp(ActorRoot actor, uint nDelta, bool bReset)
 {
     if ((actor != null) && !this.stopCondtion)
     {
         VInt3   location = actor.location;
         VInt3   num2     = this.destPosition - location;
         int     newMagn  = (int)((this.velocity * nDelta) / 0x3e8);
         Vector3 position = actor.gameObject.transform.position;
         if (this.gravity < 0)
         {
             VInt num4;
             num2.y      = 0;
             position   += (Vector3)num2.NormalizeTo(newMagn);
             position.y += ((float)this.gravityControler.GetMotionLerpDistance((int)nDelta)) / 1000f;
             if (PathfindingUtility.GetGroundY((VInt3)position, out num4) && (position.y < ((float)num4)))
             {
                 position.y = (float)num4;
             }
         }
         else
         {
             position += (Vector3)num2.NormalizeTo(newMagn);
         }
         actor.gameObject.transform.position = position;
     }
 }
        public void ProcessInner(Action _action, Track _track, int delta)
        {
            VInt3 location = this.moveActor.handle.location;

            if ((this.MoveType == ActorMoveType.Target) && (this.tarActor != 0))
            {
                this.destPosition = this.tarActor.handle.location;
                if ((this.tarActor != 0) && (this.tarActor.handle.CharInfo != null))
                {
                    CActorInfo charInfo = this.tarActor.handle.CharInfo;
                    this.hitHeight = charInfo.iBulletHeight;
                    VInt3 a = this.moveActor.handle.location - this.destPosition;
                    a.y = 0;
                    a   = a.NormalizeTo(0x3e8);
                    this.destPosition += IntMath.Divide(a, (long)charInfo.iCollisionSize.x, 0x3e8L);
                }
                this.destPosition.y += this.hitHeight;
            }
            this.moveDirection = this.destPosition - location;
            this.lerpDirection = this.moveDirection;
            if (this.bMoveRotate)
            {
                this.RotateMoveBullet(this.moveDirection);
            }
            int newMagn = (this.velocity * delta) / 0x3e8;

            if ((newMagn * newMagn) >= this.moveDirection.sqrMagnitudeLong2D)
            {
                this.moveActor.handle.location = this.destPosition;
                this.stopCondtion = true;
            }
            else
            {
                VInt3 num4;
                if (this.gravity < 0)
                {
                    VInt num5;
                    this.moveDirection.y = 0;
                    num4    = location + this.moveDirection.NormalizeTo(newMagn);
                    num4.y += this.gravityControler.GetMotionDeltaDistance(delta);
                    if (PathfindingUtility.GetGroundY(this.destPosition, out num5) && (num4.y < num5.i))
                    {
                        num4.y = num5.i;
                    }
                }
                else
                {
                    num4 = location + this.moveDirection.NormalizeTo(newMagn);
                }
                this.moveActor.handle.location = num4;
            }
            SkillUseContext refParamObject = _action.refParams.GetRefParamObject <SkillUseContext>("SkillContext");

            if (refParamObject != null)
            {
                refParamObject.EffectPos = this.moveActor.handle.location;
                refParamObject.EffectDir = this.moveDirection;
            }
        }
Beispiel #11
0
        private void SetFinalPos()
        {
            VInt vInt = 0;

            PathfindingUtility.GetGroundY(this.finalPos, out vInt);
            this.finalPos.y = vInt.i;
            this.actor_.get_handle().location = this.finalPos;
        }
        private void SetFinalPos()
        {
            VInt groundY = 0;

            PathfindingUtility.GetGroundY(this.finalPos, out groundY);
            this.finalPos.y             = groundY.i;
            this.actor_.handle.location = this.finalPos;
        }
Beispiel #13
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        protected override void OnRevive()
        {
            VInt3 vInt    = VInt3.zero;
            VInt3 forward = VInt3.forward;

            if (this.autoRevived && this.m_reviveContext.bBaseRevive && !base.GetNoAbilityFlag(ObjAbilityType.ObjAbility_DeadControl))
            {
                Singleton <BattleLogic> .GetInstance().mapLogic.GetRevivePosDir(ref this.actor.TheActorMeta, false, out vInt, out forward);

                this.actor.EquipComponent.ResetHasLeftEquipBoughtArea();
            }
            else
            {
                Player ownerPlayer = ActorHelper.GetOwnerPlayer(ref this.actorPtr);
                vInt    = ownerPlayer.Captain.get_handle().location;
                forward = ownerPlayer.Captain.get_handle().forward;
            }
            DefaultGameEventParam defaultGameEventParam = new DefaultGameEventParam(this.actorPtr, this.actorPtr);

            Singleton <GameEventSys> .get_instance().SendEvent <DefaultGameEventParam>(GameEventDef.Event_ActorClearMove, ref defaultGameEventParam);

            VInt groundY;

            if (PathfindingUtility.GetGroundY(vInt, out groundY))
            {
                this.actor.groundY = groundY;
                vInt.y             = groundY.i;
            }
            this.actor.forward  = forward;
            this.actor.location = vInt;
            this.actor.ObjLinker.SetForward(forward, -1);
            base.OnRevive();
            if (!this.actor.ActorAgent.IsAutoAI())
            {
                base.SetObjBehaviMode(ObjBehaviMode.State_Revive);
            }
            Player ownerPlayer2 = ActorHelper.GetOwnerPlayer(ref this.actorPtr);

            if (ownerPlayer2 != null)
            {
                Singleton <EventRouter> .get_instance().BroadCastEvent <Player>(EventID.PlayerReviveTime, ownerPlayer2);
            }
            if (this.bDeadLevelUp)
            {
                this.OnAdvanceSkin();
                this.bDeadLevelUp = false;
            }
        }
Beispiel #14
0
        public override void Process(Action _action, Track _track, int _localTime)
        {
            base.Process(_action, _track, _localTime);
            if (!this.triggerActor || !this.targetActor || (this.moveSpeed == 0 && this.acceleration == 0))
            {
                return;
            }
            if (this.done_)
            {
                return;
            }
            VInt3 location = this.triggerActor.handle.location;
            VInt3 vInt     = this.targetActor.handle.location;
            int   num      = _localTime - this.lastTime_;

            this.lastTime_ = _localTime;
            VInt3 vInt2 = vInt - location;
            long  num2  = (long)this.curSpeed * (long)num + (long)this.acceleration * (long)num * (long)num / 2L / 1000L;

            this.curSpeed     = Mathf.Min(this.curSpeed + this.acceleration * num / 1000, this.maxMoveSpeed);
            this.curLerpSpeed = this.curSpeed;
            num2 /= 1000L;
            if (num2 >= (long)(vInt2.magnitude - this.lastDistance))
            {
                num2       = (long)Mathf.Max(vInt2.magnitude - this.lastDistance, 0);
                this.done_ = true;
                vInt       = location + vInt2.NormalizeTo((int)num2);
                if (!PathfindingUtility.IsValidTarget(this.triggerActor.handle, vInt))
                {
                    bool  flag  = false;
                    VInt3 vInt3 = PathfindingUtility.FindValidTarget(this.triggerActor.handle, vInt, this.triggerActor.handle.location, 10000, out flag);
                    VInt  vInt4 = 0;
                    PathfindingUtility.GetGroundY(vInt3, out vInt4);
                    vInt3.y = vInt4.i;
                    vInt    = vInt3;
                    vInt2   = vInt - this.triggerActor.handle.location;
                    num2    = (long)vInt2.magnitude;
                }
            }
            this.dir = vInt2;
            if (vInt2 != VInt3.zero)
            {
                this.triggerActor.handle.MovementComponent.SetRotate(this.dir, true);
                this.triggerActor.handle.rotation = Quaternion.LookRotation((Vector3)vInt2);
            }
            this.triggerActor.handle.location += vInt2.NormalizeTo((int)num2);
        }
Beispiel #15
0
        private void send_signal(CUIEvent uiEvent, GameObject img, int signal_id = 0)
        {
            if ((uiEvent != null) && (img != null))
            {
                byte tag          = (byte)uiEvent.m_eventParams.tag;
                byte type         = (byte)uiEvent.m_eventParams.tag2;
                uint tagUInt      = 0;
                uint targetHeroID = 0;
                if (signal_id == 0)
                {
                    signal_id = uiEvent.m_eventParams.tag3;
                }
                if (type == 3)
                {
                    tagUInt      = uiEvent.m_eventParams.tagUInt;
                    targetHeroID = uiEvent.m_eventParams.heroId;
                }
                Singleton <CBattleSystem> .instance.GetMinimapSys().Switch(EMapType.Mini);

                Player hostPlayer = Singleton <GamePlayerCenter> .GetInstance().GetHostPlayer();

                if (hostPlayer != null)
                {
                    ActorRoot root = ((hostPlayer == null) || (hostPlayer.Captain == 0)) ? null : hostPlayer.Captain.handle;
                    if (root != null)
                    {
                        VInt    num5;
                        Vector2 vector = CUIUtility.WorldToScreenPoint(uiEvent.m_srcFormScript.GetCamera(), img.transform.position);
                        Vector3 zero   = Vector3.zero;
                        zero.x = (uiEvent.m_pointerEventData.position.x - vector.x) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Big.x;

                        zero.y = (root == null) ? 0.15f : ((Vector3)root.location).y;
                        zero.z = (uiEvent.m_pointerEventData.position.y - vector.y) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Big.y;

                        PathfindingUtility.GetGroundY((VInt3)zero, out num5);
                        zero.y = num5.scalar;
                        SignalPanel signalPanel = Singleton <CBattleSystem> .instance.GetSignalPanel();

                        if (signalPanel != null)
                        {
                            signalPanel.SendFrameCommand(signal_id, (int)zero.x, (int)zero.y, (int)zero.z, tag, type, tagUInt, targetHeroID);
                        }
                    }
                }
            }
        }
        public void ExecCommand(IFrameCommand cmd)
        {
            Player player = Singleton <GamePlayerCenter> .GetInstance().GetPlayer(cmd.playerID);

            if (player != null && player.Captain)
            {
                SkillUseParam skillUseParam = default(SkillUseParam);
                VInt3         vInt          = new VInt3(this.Position.x, 0, this.Position.y);
                VInt          vInt2         = 0;
                if (PathfindingUtility.GetGroundY(vInt, out vInt2))
                {
                    vInt.y = vInt2.i;
                }
                skillUseParam.Init(this.SlotType, vInt);
                player.Captain.handle.ActorControl.CmdUseSkill(cmd, ref skillUseParam);
            }
        }
Beispiel #17
0
        public void OnClickMiniMap(CUIEvent uiEvent)
        {
            if ((this.m_useSignalButton && (this.m_selectedSignalID >= 0)) && (this.m_miniMap != null))
            {
                VInt   num;
                Player hostPlayer = Singleton <GamePlayerCenter> .GetInstance().GetHostPlayer();

                ActorRoot root = (hostPlayer != null) ? hostPlayer.Captain.handle : null;
                this.m_miniMapScreenPosition = CUIUtility.WorldToScreenPoint(uiEvent.m_srcFormScript.GetCamera(), this.m_miniMap.transform.position);
                Vector3 zero = Vector3.zero;
                zero.x = (uiEvent.m_pointerEventData.position.x - this.m_miniMapScreenPosition.x) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Small.x;

                zero.y = (root == null) ? 0.15f : ((Vector3)root.location).y;
                zero.z = (uiEvent.m_pointerEventData.position.y - this.m_miniMapScreenPosition.y) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Small.y;

                PathfindingUtility.GetGroundY((VInt3)zero, out num);
                zero.y = num.scalar;
                this.SendFrameCommand(this.m_selectedSignalID, (int)zero.x, (int)zero.y, (int)zero.z, 0, 0, 0, 0);
            }
        }
Beispiel #18
0
        public void Teleport(VInt3 pos, VInt3 dir)
        {
            this.myTransform.position = (Vector3)pos;
            this.myTransform.rotation = Quaternion.LookRotation((Vector3)dir);
            this.myTransform.parent   = MonoSingleton <SceneMgr> .GetInstance().GetRoot((SceneObjType)this.TheActorMeta.ActorType).transform;

            this.location = pos;
            this.forward  = dir;
            this.rotation = this.myTransform.rotation;
            this.ObjLinker.SetForward(dir, -1);
            VInt vInt;

            if (this.TheActorMeta.ActorType < ActorTypeDef.Actor_Type_Bullet && PathfindingUtility.GetGroundY(this, out vInt))
            {
                this.groundY = vInt;
                VInt3 location = this.location;
                location.y    = this.groundY.i;
                this.location = location;
            }
        }
 public override void Leave(Action _action, Track _track)
 {
     base.Leave(_action, _track);
     if (!this.triggerActor || !this.targetActor || this.moveSpeed == 0)
     {
         return;
     }
     this.done_ = true;
     this.triggerActor.get_handle().ActorControl.RmvNoAbilityFlag(ObjAbilityType.ObjAbility_Move);
     this.triggerActor.get_handle().ObjLinker.RmvCustomMoveLerp(new CustomMoveLerpFunc(this.ActionMoveLerp));
     if (!PathfindingUtility.IsValidTarget(this.triggerActor.get_handle(), this.triggerActor.get_handle().location))
     {
         bool  flag  = false;
         VInt3 vInt  = PathfindingUtility.FindValidTarget(this.triggerActor.get_handle(), this.targetActor.get_handle().location, this.triggerActor.get_handle().location, 10000, out flag);
         VInt  vInt2 = 0;
         PathfindingUtility.GetGroundY(vInt, out vInt2);
         vInt.y = vInt2.i;
         this.triggerActor.get_handle().location = vInt;
     }
 }
Beispiel #20
0
        private bool InitGravity()
        {
            int num = (int)IntMath.Divide((long)(this.destPosition - this.moveActor.get_handle().location).get_magnitude2D() * 1000L, (long)this.velocity);

            if (num == 0)
            {
                return(false);
            }
            VInt vInt = 0;

            if (PathfindingUtility.GetGroundY(this.destPosition, out vInt))
            {
                this.gravityControler.InitMotionControler(num, vInt.i - this.moveActor.get_handle().location.y, this.gravity);
            }
            else
            {
                this.gravityControler.InitMotionControler(num, 0, this.gravity);
            }
            return(true);
        }
        public void Teleport()
        {
            VInt  groundY = this.actor_.handle.groundY;
            VInt3 delta   = this.dir.NormalizeTo(this.moveDistance);
            VInt3 target  = this.actor_.handle.location + delta;

            if (PathfindingUtility.IsValidTarget((ActorRoot)this.actor_, target))
            {
                PathfindingUtility.GetGroundY(target, out groundY);
                target.y = groundY.i;
                this.actor_.handle.location = target;
            }
            else
            {
                delta = PathfindingUtility.Move(this.actor_.handle, delta, out groundY, out this.actor_.handle.hasReachedNavEdge);
                ActorRoot handle = this.actor_.handle;
                handle.location += delta;
            }
            this.actor_.handle.groundY = groundY;
            this.done_ = true;
        }
        private bool InitGravity()
        {
            VInt3 num  = this.destPosition - this.moveActor.handle.location;
            int   num2 = (int)IntMath.Divide((long)(num.magnitude2D * 0x3e8L), (long)this.velocity);

            if (num2 == 0)
            {
                return(false);
            }
            VInt groundY = 0;

            if (PathfindingUtility.GetGroundY(this.destPosition, out groundY))
            {
                this.gravityControler.InitMotionControler(num2, groundY.i - this.moveActor.handle.location.y, this.gravity);
            }
            else
            {
                this.gravityControler.InitMotionControler(num2, 0, this.gravity);
            }
            return(true);
        }
Beispiel #23
0
 public override void Leave(AGE.Action _action, Track _track)
 {
     base.Leave(_action, _track);
     if (this.actorObj != 0)
     {
         this.RecoverAnimation();
         this.actorObj.handle.ActorControl.RmvNoAbilityFlag(ObjAbilityType.ObjAbility_Move);
         this.actorObj.handle.ActorControl.RmvDisableSkillFlag(SkillSlotType.SLOT_SKILL_COUNT);
         if ((this.freezeHeight > 0) && this.actorObj.handle.isMovable)
         {
             VInt  groundY  = 0;
             VInt3 location = this.actorObj.handle.location;
             location.y -= this.freezeHeight;
             PathfindingUtility.GetGroundY(location, out groundY);
             if (location.y < groundY.i)
             {
                 location.y = groundY.i;
             }
             this.actorObj.handle.location = location;
         }
     }
 }
Beispiel #24
0
 private void MoveCity()
 {
     if (this.actorObj != 0)
     {
         VInt3 zero        = VInt3.zero;
         VInt3 outPosWorld = VInt3.zero;
         if (Singleton <BattleLogic> .GetInstance().mapLogic.GetRevivePosDir(ref this.actorObj.handle.TheActorMeta, true, out outPosWorld, out zero))
         {
             VInt num3;
             if (PathfindingUtility.GetGroundY(outPosWorld, out num3))
             {
                 this.actorObj.handle.groundY = num3;
                 outPosWorld.y = num3.i;
             }
             this.actorObj.handle.forward  = zero;
             this.actorObj.handle.location = outPosWorld;
             this.actorObj.handle.ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_MoveCity);
             DefaultGameEventParam prm = new DefaultGameEventParam(this.actorObj, this.actorObj);
             Singleton <GameEventSys> .instance.SendEvent <DefaultGameEventParam>(GameEventDef.Event_ActorMoveCity, ref prm);
         }
     }
 }
Beispiel #25
0
        private void ActionMoveLerp(ActorRoot actor, uint nDelta, bool bReset)
        {
            if (actor == null || this.stopCondtion || this.stopLerpCondtion)
            {
                return;
            }
            Vector3 vector = Vector3.one;
            int     num;

            if (!this.shouldUseAcceleration)
            {
                num = this.velocity * (int)nDelta / 1000;
            }
            else
            {
                long num2 = (long)this.lastLerpVelocity * (long)((ulong)nDelta) + (long)this.acceleration * (long)((ulong)nDelta) * (long)((ulong)nDelta) / 2L / 1000L;
                num2 /= 1000L;
                num   = (int)num2;
                this.lastLerpVelocity += (int)((long)this.acceleration * (long)((ulong)nDelta)) / 1000;
            }
            vector = actor.myTransform.position;
            if (this.gravity < 0)
            {
                this.lerpDirection.y = 0;
                vector   += (Vector3)this.lerpDirection.NormalizeTo(num);
                vector.y += (float)this.gravityControler.GetMotionLerpDistance((int)nDelta) / 1000f;
                VInt vInt;
                if (PathfindingUtility.GetGroundY(this.destPosition, out vInt) && vector.y < (float)vInt)
                {
                    vector.y = (float)vInt;
                }
            }
            else
            {
                vector += (Vector3)this.lerpDirection.NormalizeTo(num);
            }
            actor.myTransform.position = vector;
        }
        private void MoveCity()
        {
            if (!this.actorObj)
            {
                return;
            }
            VInt3 zero  = VInt3.zero;
            VInt3 zero2 = VInt3.zero;

            if (Singleton <BattleLogic> .GetInstance().mapLogic.GetRevivePosDir(ref this.actorObj.get_handle().TheActorMeta, true, out zero2, out zero))
            {
                VInt groundY;
                if (PathfindingUtility.GetGroundY(zero2, out groundY))
                {
                    this.actorObj.get_handle().groundY = groundY;
                    zero2.y = groundY.i;
                }
                this.actorObj.get_handle().forward  = zero;
                this.actorObj.get_handle().location = zero2;
                this.actorObj.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_MoveProtect);
                DefaultGameEventParam defaultGameEventParam = new DefaultGameEventParam(this.actorObj, this.actorObj);
                Singleton <GameEventSys> .get_instance().SendEvent <DefaultGameEventParam>(GameEventDef.Event_ActorMoveCity, ref defaultGameEventParam);
            }
        }
 private void ActionMoveLerp(ActorRoot actor, uint nDelta, bool bReset)
 {
     if (((actor != null) && !this.stopCondtion) && !this.stopLerpCondtion)
     {
         Vector3 one     = Vector3.one;
         int     newMagn = 0;
         if (!this.shouldUseAcceleration)
         {
             newMagn = (int)((this.velocity * nDelta) / 0x3e8);
         }
         else
         {
             long num2 = (this.lastLerpVelocity * nDelta) + ((long)((((this.acceleration * nDelta) * nDelta) / ((ulong)2L)) / ((ulong)0x3e8L)));
             num2   /= 0x3e8L;
             newMagn = (int)num2;
             this.lastLerpVelocity += ((int)(this.acceleration * nDelta)) / 0x3e8;
         }
         one = actor.gameObject.transform.position;
         if (this.gravity < 0)
         {
             VInt num3;
             this.lerpDirection.y = 0;
             one   += (Vector3)this.lerpDirection.NormalizeTo(newMagn);
             one.y += ((float)this.gravityControler.GetMotionLerpDistance((int)nDelta)) / 1000f;
             if (PathfindingUtility.GetGroundY(this.destPosition, out num3) && (one.y < ((float)num3)))
             {
                 one.y = (float)num3;
             }
         }
         else
         {
             one += (Vector3)this.lerpDirection.NormalizeTo(newMagn);
         }
         actor.gameObject.transform.position = one;
     }
 }
Beispiel #28
0
        public void OnClickMiniMap(CUIEvent uiEvent)
        {
            if (!this.m_useSignalButton || this.m_selectedSignalID < 0 || this.m_miniMap == null)
            {
                return;
            }
            Player hostPlayer = Singleton <GamePlayerCenter> .GetInstance().GetHostPlayer();

            ActorRoot actorRoot = (hostPlayer == null) ? null : hostPlayer.Captain.handle;

            this.m_miniMapScreenPosition = CUIUtility.WorldToScreenPoint(uiEvent.m_srcFormScript.GetCamera(), this.m_miniMap.transform.position);
            Vector3 zero = Vector3.zero;

            zero.x = (uiEvent.m_pointerEventData.get_position().x - this.m_miniMapScreenPosition.x) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Small.x;

            zero.y = ((actorRoot != null) ? ((Vector3)actorRoot.location).y : 0.15f);
            zero.z = (uiEvent.m_pointerEventData.get_position().y - this.m_miniMapScreenPosition.y) * Singleton <CBattleSystem> .GetInstance().UI_world_Factor_Small.y;

            VInt vInt;

            PathfindingUtility.GetGroundY((VInt3)zero, out vInt);
            zero.y = vInt.scalar;
            this.SendCommand_SignalMiniMap_Position((byte)this.m_selectedSignalID, (VInt3)zero, MinimapSys.ElementType.None);
        }
Beispiel #29
0
 public void LateUpdate(int nDelta)
 {
     if (((this.skillSlot != null) && (this.skillSlot.SkillObj != null)) && (this.skillSlot.SkillObj.cfgData != null))
     {
         if ((this.effectHideFrameNum > 0) && (Time.frameCount > this.effectHideFrameNum))
         {
             this.ForceSetGuildPrefabShow(false);
             this.effectHideFrameNum = 0;
         }
         this.pressTime += nDelta;
         if (this.effectPrefab != null)
         {
             if (this.bMoveFlag)
             {
                 Vector3 vector = (Vector3)((this.deltaDirection * this.moveSpeed) * nDelta);
                 this.deltaPosition += vector;
                 if (this.deltaPosition.magnitude >= this.movePosition.magnitude)
                 {
                     this.bMoveFlag        = false;
                     this.useSkillPosition = this.skillSlot.Actor.handle.gameObject.transform.position + this.useOffsetPosition;
                     this.effectPrefab.transform.position = this.useSkillPosition;
                 }
                 else
                 {
                     this.useSkillPosition  = this.effectPrefab.transform.position + vector;
                     this.useSkillPosition += this.skillSlot.Actor.handle.gameObject.transform.position - this.rootRosition;
                     this.effectPrefab.transform.position = this.useSkillPosition;
                     this.rootRosition = this.skillSlot.Actor.handle.gameObject.transform.position;
                 }
             }
             else
             {
                 this.useSkillPosition += this.skillSlot.Actor.handle.gameObject.transform.position - this.rootRosition;
                 this.effectPrefab.transform.position = this.useSkillPosition;
                 this.rootRosition = this.skillSlot.Actor.handle.gameObject.transform.position;
             }
             if (this.bRotateFlag)
             {
                 float y = this.rotateSpeed * nDelta;
                 this.deltaAngle += y;
                 if (this.deltaAngle >= this.rotateAngle)
                 {
                     this.bRotateFlag       = false;
                     this.useSkillDirection = this.rotateDirection;
                     this.effectPrefab.transform.forward = this.useSkillDirection;
                 }
                 else
                 {
                     Vector3 forward = this.effectPrefab.transform.forward;
                     if (Vector3.Cross(this.useSkillDirection, this.rotateDirection).y < 0f)
                     {
                         forward = (Vector3)(Quaternion.Euler(0f, -y, 0f) * forward);
                     }
                     else
                     {
                         forward = (Vector3)(Quaternion.Euler(0f, y, 0f) * forward);
                     }
                     this.useSkillDirection = forward;
                     this.effectPrefab.transform.forward = this.useSkillDirection;
                 }
             }
             VInt groundY = 0;
             if (PathfindingUtility.GetGroundY((VInt3)this.effectPrefab.transform.position, out groundY))
             {
                 Vector3 position = this.effectPrefab.transform.position;
                 position.y = ((float)groundY) + 0.3f;
                 this.effectPrefab.transform.position = position;
             }
         }
         if ((this.effectWarnPrefab != null) && (this.effectPrefab != null))
         {
             this.effectWarnPrefab.transform.position = this.effectPrefab.transform.position;
             this.effectWarnPrefab.transform.forward  = this.effectPrefab.transform.forward;
         }
         this.SetUseSkillTarget();
     }
 }
Beispiel #30
0
        public override void Enter(Action _action, Track _track)
        {
            this.done_     = false;
            this.lastTime_ = 0;
            base.Enter(_action, _track);
            this.actor_ = _action.GetActorHandle(this.actorId);
            if (!this.actor_ || (!this.teleport && this.moveSpeed == 0 && this.acceleration == 0))
            {
                return;
            }
            this.srcPos = this.actor_.get_handle().location;
            if (this.bForbidMoveFollowing)
            {
                this.actor_.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_MoveProtect);
            }
            if (this.bUseRecordPosition && this.actor_.get_handle().SkillControl != null)
            {
                this.destPos = this.actor_.get_handle().SkillControl.RecordPosition;
                this.dir     = this.destPos - this.srcPos;
                int magnitude2D = (this.destPos - this.srcPos).get_magnitude2D();
                this.moveDistance += magnitude2D;
            }
            else if (this.moveType == ActorMoveType.Target)
            {
                PoolObjHandle <ActorRoot> actorHandle = _action.GetActorHandle(this.destId);
                if (!this.actor_ || !actorHandle)
                {
                    this.actor_.Release();
                    return;
                }
                int num;
                if (actorHandle.get_handle().ActorControl.GetNoAbilityFlag(ObjAbilityType.ObjAbility_MoveProtect) && actorHandle.get_handle().TheActorMeta.ActorCamp != this.actor_.get_handle().TheActorMeta.ActorCamp)
                {
                    num = 0;
                }
                else
                {
                    this.dir = actorHandle.get_handle().location - this.srcPos;
                    num      = (actorHandle.get_handle().location - this.srcPos).get_magnitude2D();
                }
                this.moveDistance += num;
            }
            else if (this.moveType == ActorMoveType.Position)
            {
                this.dir = this.destPos - this.srcPos;
                int magnitude2D2 = (this.destPos - this.srcPos).get_magnitude2D();
                if (magnitude2D2 < this.minMoveDistance)
                {
                    magnitude2D2 = this.minMoveDistance;
                }
                this.moveDistance += magnitude2D2;
            }
            else if (this.moveType == ActorMoveType.Directional)
            {
                this.dir = this.actor_.get_handle().forward;
            }
            this.dir.y = 0;
            this.actor_.get_handle().ActorControl.TerminateMove();
            if (this.bRecordPosition && this.actor_.get_handle().SkillControl != null)
            {
                this.actor_.get_handle().SkillControl.RecordPosition = this.actor_.get_handle().location;
            }
            if (!this.actor_.get_handle().isMovable || this.dir.get_sqrMagnitudeLong() <= 1L)
            {
                this.actor_.Release();
                this.done_ = true;
                return;
            }
            VInt3 vInt = this.dir;

            if (!this.bUseRecordPosition)
            {
                this.finalPos = this.srcPos + vInt.NormalizeTo(this.moveDistance);
            }
            else
            {
                this.finalPos = this.actor_.get_handle().SkillControl.RecordPosition;
                if (this.teleport)
                {
                    this.actor_.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_MoveProtect);
                }
            }
            if (!PathfindingUtility.IsValidTarget(this.actor_, this.finalPos))
            {
                bool flag = false;
                if (this.moveType == ActorMoveType.Directional)
                {
                    this.IgnoreCollision = false;
                }
                else
                {
                    VInt3 pos = PathfindingUtility.FindValidTarget(this.actor_, this.finalPos, this.actor_.get_handle().location, 10000, out flag);
                    if (!flag)
                    {
                        this.IgnoreCollision = false;
                    }
                    else
                    {
                        VInt vInt2 = 0;
                        PathfindingUtility.GetGroundY(pos, out vInt2);
                        pos.y             = vInt2.i;
                        this.finalPos     = pos;
                        this.moveDistance = (this.finalPos - this.actor_.get_handle().location).get_magnitude2D();
                    }
                }
            }
            if (!this.shouldUseAcceleration)
            {
                this.moveTick = this.moveDistance * 1000 / this.moveSpeed;
            }
            else
            {
                long num2 = (long)this.moveDistance;
                long num3 = (long)this.acceleration;
                long num4 = (long)this.moveSpeed;
                this.moveTick          = (int)IntMath.Divide(((long)IntMath.Sqrt(num4 * num4 + 2L * num3 * num2) - num4) * 1000L, num3);
                this.lastMoveSpeed     = this.moveSpeed;
                this.lastLerpMoveSpeed = this.moveSpeed;
            }
            this.actor_.get_handle().ActorControl.AddNoAbilityFlag(ObjAbilityType.ObjAbility_Move);
            this.actor_.get_handle().ObjLinker.AddCustomMoveLerp(new CustomMoveLerpFunc(this.ActionMoveLerp));
            this.fromRot = this.actor_.get_handle().rotation;
            this.actor_.get_handle().MovementComponent.SetRotate(this.dir, true);
            if (this.rotationTime > 0)
            {
                this.toRot = Quaternion.LookRotation((Vector3)this.actor_.get_handle().forward);
            }
            else
            {
                this.actor_.get_handle().rotation = Quaternion.LookRotation((Vector3)this.actor_.get_handle().forward);
            }
        }