Beispiel #1
0
        void AttackEnemy(float delta)
        {
            float distance = ServerMath.Distance(this, target);

            if (distance <= attackRange)
            {
                Quaternion rot = ServerMath.LookAt(this, target);
                ((MonsterSyncData)sync).SetRotate(rot.Y, rot.W);
                ((MonsterSyncData)sync).SetAnime(2);

                if (endMotion <= 0)
                {
                    startMotion += delta;
                    if (startMotion >= realAttackTime)
                    {
                        Attack(target, GetAutoAttackPower());
                        ObjectManager.AddBullet(this.GetObjID(), target.GetObjID());
                        startMotion = 0;
                        endMotion   = cooldownTime;
                    }
                }
            }
            else
            {
                ((MonsterSyncData)sync).SetRotate(init_yRot, init_wRot);
                ((MonsterSyncData)sync).SetAnime(0);
                target      = null;
                startMotion = 0;
            }
        }
Beispiel #2
0
        public static void ApplyAutoAttack(NetConnection connet, ushort tarObjID)
        {
            ushort objID = clients[connet].objID;
            Hero   hero  = heroes[objID];

            ServerSideObject target = GetObject(tarObjID);

            if (target != null)
            {
                hero.Attack(target, hero.GetAutoAttackPower());
                AddBullet(hero.GetObjID(), target.GetObjID());
            }
        }
Beispiel #3
0
        void AttackMove(float delta)
        {
            if (currentPath < relayPoints.Count)
            {
                Vector3 src  = new Vector3(GetXPos(), 0, GetZPos());
                Vector3 dest = new Vector3(relayPoints[currentPath].X, 0, relayPoints[currentPath].Y);
                if (Vector3.Distance(src, dest) < 0.2f)
                {
                    currentPath++;
                }
                else
                {
                    ServerSideObject target = ObjectManager.GetNearMinionsCoresTowersHeroes(this, attackRange);
                    if (target != null)
                    {
                        Quaternion rot = ServerMath.LookAt(this, target);
                        ((MinionSyncData)sync).SetRotate(rot.Y, rot.W);
                        ((MinionSyncData)sync).SetAnime(2);

                        if (endMotion <= 0)
                        {
                            startMotion += delta;
                            if (startMotion >= realAttackTime)
                            {
                                Attack(target, GetAutoAttackPower());
                                ObjectManager.AddBullet(this.GetObjID(), target.GetObjID());
                                startMotion = 0;
                                endMotion   = cooldownTime;
                            }
                        }
                    }
                    else
                    {
                        Quaternion rot = ServerMath.LookAt(src, dest);
                        ((MinionSyncData)sync).SetRotate(rot.Y, rot.W);
                        ((MinionSyncData)sync).SetAnime(1);

                        Vector3 direct = (dest - src);
                        direct.Normalize();
                        Vector3 newPos = src + direct * moveSpeed * delta;
                        ((MinionSyncData)sync).SetPosition(newPos.X, newPos.Z);
                    }
                }
            }
        }
Beispiel #4
0
        void AttackEnemy(float delta)
        {
            ServerSideObject target = ObjectManager.GetNearMinionsHeroes(this, attackRange);

            if (target != null)
            {
                if (endMotion <= 0)
                {
                    startMotion += delta;
                    if (startMotion >= realAttackTime)
                    {
                        Attack(target, GetAutoAttackPower());
                        ObjectManager.AddBullet(this.GetObjID(), target.GetObjID());
                        startMotion = 0;
                        endMotion   = cooldownTime;
                    }
                }
            }
            else
            {
                startMotion = 0;
            }
        }