Beispiel #1
0
        public override void Init(ISkillCellData cellData, SkillBase skillBase)
        {
            m_skillBase         = skillBase;
            m_movePosAttackDesc = (MovePosAttackDesc)cellData;

            m_param            = null;
            m_uuid             = -1;
            m_needMove         = false;
            m_canResetDistance = false;
            m_distance         = 0;
            m_dstPos           = Vector3.zero;
        }
Beispiel #2
0
        //位移开始
        public bool StartMove(string clipName, Vector3 dstPos, CurveMoveParam param, int uuid)
        {
            //m_curveMoveParam = param;
            m_needMove = false;

            m_curRadius = m_actor.GetColliderRadius();

            //如果是PVP状态
            if (CoreEntry.gGameMgr.IsPvpState())
            {
                m_curRadius += 1.8f;
            }

            m_MoveDestPos = dstPos;

            if (MoveToPos(clipName, dstPos))
            {
                m_needMove = true;
                m_uuid     = uuid;
                return(true);
            }

            return(false);
        }
Beispiel #3
0
        void Start()
        {
            CancelInvoke("Start");

            if (m_skillBase == null || m_skillBase.m_actor == null)
            {
                return;
            }

            m_skillBase.m_actor.ReqirueCanNotBeControlledByInput();

            //主角在电梯上禁止美术位移
            if (CoreEntry.gSceneMgr.IsPlayerOnElevator())
            {
                return;
            }

            if (m_movePosAttackDesc == null)
            {
                return;
            }

            LuaTable skillDesc = m_skillBase.m_actor.GetCurSkillDesc(m_skillBase.m_skillID);

            if (skillDesc == null)
            {
                LogMgr.UnityError("non SkillDesc! " + m_skillBase.m_skillID);
                return;
            }

            //SkillClassDisplayDesc skillClass = m_gameDBMgr.GetSkillClassDisplayDesc(skillDesc.Get<int>("skillDisplayID"));

            //计算位移距离
            m_distance = m_movePosAttackDesc.moveDistance;

            //使用目标的位置, 前面0.5米

            if (m_skillBase.m_actor.IsMainPlayer())
            {
                if (m_skillBase.m_actor.m_SelectTargetObject != null)
                {
                    float dist1 = Vector3.Distance(transform.position, m_skillBase.m_actor.m_SelectTargetObject.transform.position) - 0.5f;
                    if (dist1 > m_distance)
                    {
                        dist1 = m_distance;
                    }

                    m_distance = dist1;
                }
            }

            float resetDistance = m_distance;

            //设置位移
            do
            {
                ActorObj ActorObj = m_skillBase.m_actor.GetAttackObj();
                if (ActorObj == null)
                {
                    ActorObj = m_skillBase.m_hitActor;
                }

                if (ActorObj == null)
                {
                    LogMgr.UnityLog("CurveMove:no target");
                    break;
                }

                GameObject targetObj = ActorObj.thisGameObject;
                if (targetObj == null)
                {
                    LogMgr.UnityLog("CurveMove:no target");
                    break;
                }

                ActorObj targetActorBase = targetObj.GetComponent <ActorObj>();
                if (targetActorBase == null)
                {
                    LogMgr.UnityError("CurveMove:no actorbase");
                    break;
                }


                if (m_movePosAttackDesc.isStopForTarget)
                {
                    float fDistTo = m_skillBase.m_actor.GetColliderRadius() + targetObj.GetComponent <ActorObj>().GetColliderRadius();

                    if (CoreEntry.gGameMgr.IsPvpState())
                    {
                        fDistTo += 1.2f;
                    }


                    //不可以穿透,重置位移大小
                    float aimDistance = Vector3.Distance(m_transform.position, targetObj.transform.position) - fDistTo - 0.2f;    //两个物体间的距离

                    //范围内,不需要位移
                    if (aimDistance <= 0)
                    {
                        //Debug.LogWarning("CurveMove: don't need excute!");
                        return;
                    }

                    resetDistance = Mathf.Min(aimDistance, resetDistance);
                }
                else
                {
                    resetDistance = m_distance;
                }
            } while (false);



            Quaternion r0  = Quaternion.Euler(m_transform.eulerAngles);
            Vector3    pos = m_transform.position +
                             r0 * Vector3.forward * resetDistance;

            //找到对应地面上的点
            Vector3 aimPos = m_baseTool.GetGroundPoint(pos);

            if (aimPos.Equals(Vector3.zero))
            {
                return;
            }

            Vector3 dstDir = aimPos - m_transform.position;

            dstDir.Normalize();

            //左手方向
            //Vector3 leftDir = Quaternion.Euler(new Vector3(0, 90, 0)) * dstDir;
            //Vector3 rightDir = Quaternion.Euler(new Vector3(0, -90, 0)) * dstDir;
            //Vector3 backDir = Quaternion.Euler(new Vector3(0, 180, 0)) * dstDir;

            //float dstDistance = Vector3.Distance(m_transform.position, aimPos);
            m_needMove = true;

            //向上移动点
            //aimPos += new Vector3(0, 0.2f, 0);
            aimPos = m_baseTool.GetLineReachablePos(m_transform.position, aimPos);
            aimPos = m_baseTool.GetGroundPoint(aimPos);

            if (m_skillBase.m_actor.IsMainPlayer())
            {
                m_dstPos = aimPos;
            }
            else
            {
                m_dstPos = m_skillBase.m_actor.m_CurveMovePos;
            }

            //使用曲线
            CurveMoveParam param = new CurveMoveParam();

            param.aimActorTypeList = m_movePosAttackDesc.resetAimActorTypeList;
            param.isCarryOffTarget = m_movePosAttackDesc.isCarryOffTarget;
            param.isStopForTarget  = m_movePosAttackDesc.isStopForTarget;

            LuaTable skill_action = CoreEntry.gSkillMgr.GetSkillActon(m_skillBase.m_skillID);

            if (skill_action != null)
            {
                m_uuid = m_skillBase.m_actor.UseCurveData3(skill_action.Get <string>("animation"), m_dstPos,// m_dstPos,
                                                           param);
            }

            m_param = param;

            //拖尾特效
            if (m_movePosAttackDesc.efxPrefab.Length > 0)
            {
                //GameObject efxObj = Instantiate(CoreEntry.gResLoader.LoadResource(m_movePosAttackDesc.efxPrefab)) as GameObject;
                GameObject efxObj = CoreEntry.gGameObjPoolMgr.InstantiateEffect(m_movePosAttackDesc.efxPrefab);

                EfxAttachActionPool efx = efxObj.GetComponent <EfxAttachActionPool>();
                if (efx == null)
                {
                    efx = efxObj.AddComponent <EfxAttachActionPool>();
                }

                float efxTime = 1.0f;
                if (skill_action != null)
                {
                    m_skillBase.m_actor.GetLeftActionTime(skill_action.Get <string>("animation"));
                }

                efx.Init(m_skillBase.m_actor.transform, efxTime);
            }
        }