Ejemplo n.º 1
0
        public void OnHitPlayer(Contexts contexts, PlayerEntity src, PlayerEntity target, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config, int seq)
        {
            var       baseDamage = GetPlayerFactor(hit, config) * GetBaseDamage(attackInfo, config);
            Collider  collider   = hit.collider;
            EBodyPart part       = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);

            //有效命中

            /*if (target.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
             * {
             *  src.statisticsData.Statistics.ShootingPlayerCount++;
             * }*/

            WeaponResConfigItem newConfig = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(src.WeaponController().HeldWeaponAgent.ConfigId);

            if (null != newConfig && newConfig.SubType == (int)EWeaponSubType.Hand)
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(contexts, _damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Unarmed, (int)part, 0), _damageInfoCollector);
            }
            else
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(contexts, _damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Weapon, (int)part, src.WeaponController().HeldWeaponAgent.ConfigId), _damageInfoCollector);
            }

            //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端
//            if (target.hasStateInterface && target.stateInterface.State.CanBeenHit())
//            {
//                target.stateInterface.State.BeenHit();
//            }

            ClientEffectFactory.AddBeenHitEvent(src, target.entityKey.Value, BulletHitHandler.GeneraterUniqueHitId(src, seq), contexts.session.currentTimeObject.CurrentTime);
            ClientEffectFactory.AddHitPlayerEffectEvent(src, target.entityKey.Value, hit.point, hit.point - target.position.Value);
        }
        public void PlayBulletDropEffect(IPlayerWeaponState playerState)
        {
            var player = playerState.Owner as PlayerEntity;

            if (null == player)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }

            var appearance    = player.appearanceInterface.Appearance;
            var characterBone = player.characterBoneInterface.CharacterBone;
            var owner         = player.entityKey.Value;

            var ejectTrans = characterBone.GetLocation(SpecialLocation.EjectionLocation, appearance.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != ejectTrans)
            {
                ClientEffectFactory.CreateBulletDrop(_context, _idGenerator, owner, ejectTrans.position, playerState.ViewYaw, playerState.ViewPitch, _config.BulletDrop);
            }
            else
            {
                Logger.Error("Get ejectionLocation location failed");
            }
        }
Ejemplo n.º 3
0
        public void OnHitPlayer(PlayerEntity src, PlayerEntity target, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config)
        {
            var       baseDamage = GetPlayerFactor(hit, config) * GetBaseDamage(attackInfo, config);
            Collider  collider   = hit.collider;
            EBodyPart part       = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);

            //有效命中
            if (target.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
            {
                src.statisticsData.Statistics.ShootingPlayerCount++;
            }

            NewWeaponConfigItem newConfig = SingletonManager.Get <WeaponConfigManager>().GetConfigById(src.weaponLogicInfo.WeaponId);

            if (null != newConfig && newConfig.SubType == (int)EWeaponSubType.Hand)
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(_damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Unarmed, (int)part, 0), _damageInfoCollector);
            }
            else
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(_damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Weapon, (int)part, src.weaponLogicInfo.WeaponId), _damageInfoCollector);
            }

            if (target.hasStateInterface && target.stateInterface.State.CanBeenHit())
            {
                target.stateInterface.State.BeenHit();
            }
            ClientEffectFactory.AddHitPlayerEffectEvent(src, target.entityKey.Value, hit.point, hit.point - target.position.Value);
        }
        private void CreateBulletEffect(WeaponAttackProxy attackProxy, ICharacterBone bones)
        {
            if (DefaultCfg.BulletFly < 1 || attackProxy.IsAiming)
            {
                return;
            }
            var muzzleTrans = bones.GetLocation(SpecialLocation.MuzzleEffectPosition,
                                                attackProxy.Appearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (!muzzleTrans)
            {
                return;
            }
            var efcCommonCfg = SingletonManager.Get <ClientEffectCommonConfigManager>()
                               .GetConfigByType(EEffectObjectClassify.BulletFly);

            foreach (var bulletData in attackProxy.Owner.BulletList)
            {
                var origin   = bulletData.ViewPosition;
                var velocity = efcCommonCfg.Velocity * bulletData.Dir;

                Vector3 target = origin + velocity * 1.0f;
                Vector3 bulletEffectVelocity = (target - bulletData.EmitPosition) / 1.0f;
                ClientEffectFactory.CreateBulletFlyEffect(attackProxy.Owner.Owner, muzzleTrans.position,
                                                          muzzleTrans.rotation, bulletEffectVelocity, DefaultCfg.BulletFly, efcCommonCfg.Delay);
            }
        }
        protected virtual void CreateFireRelatedEffect(WeaponAttackProxy attackProxy, ICharacterBone bones)

        {
            if (DefaultCfg.Spark < 1)
            {
                return;
            }
            var muzzleTrans = bones.GetLocation(SpecialLocation.MuzzleEffectPosition,
                                                attackProxy.Appearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);
            var ejectTrans = bones.GetLocation(SpecialLocation.EjectionLocation,
                                               attackProxy.Appearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            bool hasMuzzleEfc  = muzzleTrans && DefaultCfg.Spark > 0 && attackProxy.Owner.HeldWeaponAgent.HasSpark;
            bool hasBulletDrop = ejectTrans && DefaultCfg.BulletDrop > 0;

            if (hasMuzzleEfc)
            {
                ClientEffectFactory.CreateMuzzleSparkEffct(muzzleTrans.position, attackProxy.Orientation.Yaw,
                                                           attackProxy.Orientation.Pitch, DefaultCfg.Spark, muzzleTrans);
            }
            if (hasBulletDrop)
            {
                ClientEffectFactory.CreateBulletDrop(ejectTrans.position, attackProxy.Orientation.Yaw,
                                                     attackProxy.Orientation.Pitch, DefaultCfg.BulletDrop, attackProxy.WeaponConfigAssy.S_Id,
                                                     attackProxy.AudioController.GetFootMatType());
            }
        }
Ejemplo n.º 6
0
        public void OnHitVehicle(PlayerEntity srcPlayer, VehicleEntity targetVehicle, IBulletEntity bulletEntity, RaycastHit hit)
        {
            if (srcPlayer.gamePlay.IsDead())
            {
                return;
            }

            Collider         collider = hit.collider;
            VehiclePartIndex partIndex;
            var hitBoxFactor = VehicleEntityUtility.GetHitFactor(targetVehicle, collider, out partIndex);

            var totalDamage = GetBulletDamage(bulletEntity, hitBoxFactor, Vector3.Distance(hit.point, bulletEntity.GunEmitPosition));
            var gameData    = targetVehicle.GetGameData();

            gameData.DecreaseHp(partIndex, totalDamage, srcPlayer.entityKey.Value);
            srcPlayer.statisticsData.Statistics.TotalDamage += totalDamage;

            bulletEntity.IsValid = false;

            srcPlayer.statisticsData.Statistics.ShootingSuccCount++;
            _logger.DebugFormat("bullet from {0} hit vehicle {1}, part {2}",
                                bulletEntity.OwnerEntityKey, targetVehicle.entityKey.Value, collider.name);

            ClientEffectFactory.AddHitVehicleEffectEvent(srcPlayer, targetVehicle.entityKey.Value, hit.point,
                                                         hit.point - targetVehicle.position.Value, hit.normal);
        }
Ejemplo n.º 7
0
        public void OnHitPlayer(Contexts contexts, PlayerEntity srcPlayer, PlayerEntity targetPlayer, IBulletEntity bulletEntity,
                                RaycastHit hit, Vector3 targetPlayerPostion, int cmdSeq)
        {
            if (srcPlayer.gamePlay.IsDead())
            {
                return;
            }
            Collider collider = hit.collider;

            EBodyPart part = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);


            _logger.DebugFormat("OnHitPlayer in {0}", part);

            float hitboxFactor = bulletEntity.GetDamageFactor(part);
            float totalDamage  = GetBulletDamage(bulletEntity, hitboxFactor, Vector3.Distance(hit.point, bulletEntity.GunEmitPosition));

            bulletEntity.IsValid = false;

            //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端
//            if (targetPlayer.hasStateInterface && targetPlayer.stateInterface.State.CanBeenHit())
//            {
//                targetPlayer.stateInterface.State.BeenHit();
//            }

            ClientEffectFactory.AddBeenHitEvent(srcPlayer, targetPlayer.entityKey.Value, GeneraterUniqueHitId(srcPlayer, cmdSeq), contexts.session.currentTimeObject.CurrentTime);
            ClientEffectFactory.AddHitPlayerEffectEvent(srcPlayer, targetPlayer.entityKey.Value, hit.point, hit.point - targetPlayer.position.Value);

            _logger.InfoFormat(
                "bullet from {0} hit player {1}, part {2}, hitbox factor {3}, result damage {4}",
                bulletEntity.OwnerEntityKey,
                targetPlayer.entityKey.Value,
                collider,
                hitboxFactor,
                totalDamage);


            if (!targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Dead))
            {
                //有效命中
                if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    srcPlayer.statisticsData.Statistics.ShootingPlayerCount++;
                }
                srcPlayer.statisticsData.Statistics.ShootingSuccCount++;
            }

            BulletPlayerUtility.ProcessPlayerHealthDamage(
                contexts,
                _damager,
                srcPlayer,
                targetPlayer,
                new PlayerDamageInfo(totalDamage, (int)EUIDeadType.Weapon, (int)part, bulletEntity.WeaponId, bulletEntity.IsOverWall),
                _damageInfoCollector);
        }
Ejemplo n.º 8
0
        public override void DoEventClient(Entitas.IContexts contexts, IEntity entity, IEvent e)
        {
            var            playerEntity = entity as PlayerEntity;
            Contexts       c            = contexts as Contexts;
            HitPlayerEvent ev           = e as HitPlayerEvent;

            if (playerEntity != null)
            {
                ClientEffectFactory.CreateHitPlayerEffect(c, playerEntity.entityKey.Value, ev);
            }
        }
Ejemplo n.º 9
0
 public void OnHitEnvrionment(Contexts contexts, PlayerEntity src, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config)
 {
     if (!src.WeaponController().IsHeldSlotEmpty)
     {
         RaycastHit effectHit;
         if (TryGetEffectShowHit(src, out effectHit, config.Range))
         {
             ClientEffectFactory.AdHitEnvironmentEffectEvent(src, effectHit.point, effectHit.normal, EEnvironmentType.Wood);
         }
     }
 }
Ejemplo n.º 10
0
        private void DoHitPlayer(PlayerEntity srcPlayer, IBulletEntityAgent bulletEntityAgent, RaycastHit hit)
        {
            Collider collider = hit.collider;

            bulletEntityAgent.SetAnimationAndColliderText(hitTargetPlayer.networkAnimator.ToStringExt(), GetCollidersDebugDatas(hitTargetPlayer));
            EBodyPart part = BulletPlayerUtil.GetBodyPartByHitBoxName(collider);

            BulletHitHandler._logger.InfoFormat("[Hit{0}]HitPlayer in {1}", cmdSeq, part);
            float hitboxFactor = bulletEntityAgent.GetDamageFactor(part);
            float totalDamage  = GetBulletDamage(bulletEntityAgent, hitboxFactor,
                                                 Vector3.Distance(hit.point, bulletEntityAgent.GunEmitPosition));

            bulletEntityAgent.IsValid = false;

            //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端
            //            if (hitTargetPlayer.hasStateInterface && hitTargetPlayer.stateInterface.State.CanBeenHit())
            //            {
            //                hitTargetPlayer.stateInterface.State.BeenHit();
            //            }

            ClientEffectFactory.AddBeenHitEvent(srcPlayer, hitTargetPlayer,
                                                AttackUtil.GeneraterUniqueHitId(srcPlayer, cmdSeq),
                                                contexts.session.currentTimeObject.CurrentTime);
            //添加假红统计
            if (hitTargetPlayer.gamePlay.IsAlive())
            {
                srcPlayer.StatisticsController().AddShootPlayer(cmdSeq, bulletEntityAgent, hit.point,
                                                                hitTargetPlayer.entityKey.Value, hitTargetPlayer.position.Value, part, totalDamage);
            }
            ClientEffectFactory.AddHitPlayerEffectEvent(srcPlayer, hitTargetPlayer.entityKey.Value, hit.point, (int)EAudioUniqueId.BulletHit, part);

            BulletHitHandler._logger.InfoFormat("[Hit{5}]bullet from {0} hit player {1}, part {2}, hitbox factor {3}, result damage {4}",
                                                bulletEntityAgent.OwnerEntityKey, hitTargetPlayer.entityKey.Value, collider, hitboxFactor, totalDamage,
                                                cmdSeq);

            if (!hitTargetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Dead))
            {
                //有效命中
                if (hitTargetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    srcPlayer.statisticsData.Statistics.ShootingPlayerCount++;
                }

                srcPlayer.statisticsData.Statistics.ShootingSuccCount++;
            }


            BulletPlayerUtil.ProcessPlayerHealthDamage(contexts, damager, srcPlayer, hitTargetPlayer,
                                                       new PlayerDamageInfo(totalDamage, (int)EUIDeadType.Weapon, (int)part, bulletEntityAgent.WeaponId,
                                                                            bulletEntityAgent.IsOverWall, false, false, bulletEntityAgent.HitPoint, bulletEntityAgent.Velocity));
            DebugUtil.AppendShootText(cmdSeq, "[HitPlayer]hitPoint:{0},collider:{1},totalDamage:{2},part:{3}", hit.point, hit.collider, totalDamage, part);
        }
Ejemplo n.º 11
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 public void OnHitEnvrionment(PlayerEntity src, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config)
 {
     if (!src.weaponLogic.Weapon.EmptyHand)
     {
         RaycastHit effectHit;
         if (TryGetEffectShowHit(src, out effectHit, config.Range))
         {
             ClientEffectFactory.AdHitEnvironmentEffectEvent(src, effectHit.point,
                                                             effectHit.normal,
                                                             EEnvironmentType.Wood);
         }
     }
 }
Ejemplo n.º 12
0
        /// <summary>
        /// </summary>
        /// <param name="contexts"></param>
        /// <param name="entity"></param>
        /// <param name="e"></param>
        public override void DoEventClient(IContexts contexts, IEntity entity, IEvent e)
        {
            FireEvent evt = e as FireEvent;

            if (evt != null)
            {
                var effectCfg =
                    SingletonManager.Get <WeaponConfigManagement>().FindConfigById(evt.weaponId)
                    .S_EffectConfig as DefaultWeaponEffectConfig;
                if (effectCfg == null)
                {
                    return;
                }
                Contexts     ctx    = contexts as Contexts;
                PlayerEntity player = ctx.player.GetEntityWithEntityKey(evt.owner);
                if (evt.fireEffectType != FireEvent.FireEffectType.EnjectOnly)
                {
                    var muzzleTrans = player.characterBoneInterface.CharacterBone.GetLocation(SpecialLocation.MuzzleEffectPosition, CharacterView.ThirdPerson);
                    if (muzzleTrans)
                    {
                        ClientEffectFactory.CreateMuzzleSparkEffct(muzzleTrans.position,
                                                                   evt.pitch, evt.yaw, effectCfg.Spark, muzzleTrans);
                    }
                }

                if (evt.fireEffectType != FireEvent.FireEffectType.MuzzleOnly)
                {
                    var ejectTrans = player.characterBoneInterface.CharacterBone.GetLocation(SpecialLocation.EjectionLocation, CharacterView.ThirdPerson);
                    if (ejectTrans)
                    {
                        ClientEffectFactory.CreateBulletDrop(ejectTrans.position,
                                                             evt.yaw, evt.pitch, effectCfg.BulletDrop, evt.weaponId, AudioGrp_FootMatType.Concrete);
                    }
                }



                // var weaponGo = (entity as PlayerEntity).appearanceInterface.Appearance.GetWeaponP1InHand();
                //        GameAudioMedia.PlayWeaponFireAudio(evt.fireWeaponId, evt.audioFirePos, (AudioGrp_ShotMode)evt.audioFireMode);
            }

            // GameAudioMedium.ProcessWeaponAudio(playerEntity,allContexts,(item)=>item.Fire);
            // if (playerEntity.appearanceInterface.Appearance.IsFirstPerson)
            // {

            // }
            // else
            // {
            ////     GameAudioMedium.PerformOnGunFire();
            // }
        }
        private void PlayOneEffect(ThrowingEntity throwing, int effectId, Vector3 effectPos, bool isBomb)
        {
            var entityIdGenerator = _contexts.session.commonSession.EntityIdGenerator;

            EClientEffectType effectType = EClientEffectType.GrenadeExplosion;
            int effectTime  = _bombEffectTime;
            var bombAudioId = Core.EAudioUniqueId.GrenadeExplosion;

            if (isBomb)
            {
                //爆炸特效类型
                switch ((EWeaponSubType)throwing.throwingData.WeaponSubType)
                {
                case EWeaponSubType.Grenade:
                    effectType = EClientEffectType.GrenadeExplosion;
                    break;

                case EWeaponSubType.FlashBomb:
                    effectType  = EClientEffectType.FlashBomb;
                    bombAudioId = Core.EAudioUniqueId.FlashBombExplosion;
                    break;

                case EWeaponSubType.FogBomb:
                    effectType  = EClientEffectType.FogBomb;
                    bombAudioId = Core.EAudioUniqueId.FoggyBombExplosion;
                    effectTime  = _fogBombEffectTime;
                    break;

                case EWeaponSubType.BurnBomb:
                    effectType = EClientEffectType.BurnBomb;
                    break;
                }
            }
            else
            {
                bombAudioId = EAudioUniqueId.None;
            }
            if (effectId > 0)
            {
                float effectYaw    = throwing.throwingData.IsFly ? 0 : 1;
                var   effectEntity = ClientEffectFactory.CreateGrenadeExplosionEffect(_contexts.clientEffect, entityIdGenerator,
                                                                                      throwing.ownerId.Value, effectPos, effectYaw, 0, effectId, effectTime, effectType);
                if (effectEntity.hasAudio)
                {
                    effectEntity.RemoveAudio();
                }
                effectEntity.AddAudio((int)AudioClientEffectType.ThrowExplosion);
                effectEntity.audio.AudioClientEffectArg1 = (int)bombAudioId;
            }
        }
Ejemplo n.º 14
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        public void Handle(ServerRoom room, PlayerEntity player, SimpleProto message)
        {
            int serverTime = room.RoomContexts.session.currentTimeObject.CurrentTime;

            ClientEffectFactory.CreateSprayPaint(room.RoomContexts.clientEffect,
                                                 room.RoomContexts.session.commonSession.EntityIdGenerator,
                                                 new Vector3(message.Fs[0], message.Fs[1], message.Fs[2]),
                                                 new Vector3(message.Fs[3], message.Fs[4], message.Fs[5]),
                                                 1,
                                                 new Vector3(message.Fs[6], message.Fs[7], message.Fs[8]),
                                                 XmlConfig.ESprayPrintType.TypeBounds_1,
                                                 message.Ins[0], message.Ins[1]);
            player.playerSpray.mLastCreateTime = (float)serverTime;
        }
Ejemplo n.º 15
0
        public override void DoEventClient(Entitas.IContexts contexts, IEntity entity, IEvent e)
        {
            var                 playerEntity = entity as PlayerEntity;
            Contexts            c            = contexts as Contexts;
            HitEnvironmentEvent ev           = e as HitEnvironmentEvent;

            if (playerEntity != null)
            {
                ClientEffectFactory.CreateHitEnvironmentEffect(c.clientEffect,
                                                               c.session.commonSession.EntityIdGenerator,
                                                               ev.HitPoint,
                                                               ev.Offset,
                                                               playerEntity.entityKey.Value, ev.EnvironmentType);
            }
        }
Ejemplo n.º 16
0
        public void OnHitPlayer(PlayerEntity srcPlayer, PlayerEntity targetPlayer, IBulletEntity bulletEntity,
                                RaycastHit hit, UnityEngine.Vector3 targetPlayerPostion)
        {
            Collider collider = hit.collider;

            EBodyPart part = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);


            _logger.DebugFormat("OnHitPlayer in {0}", part);

            float hitboxFactor = bulletEntity.GetDamageFactor(part);
            float totalDamage  = GetBulletDamage(bulletEntity, hitboxFactor);

            bulletEntity.IsValid = false;

            ClientEffectFactory.AddHitPlayerEffectEvent(srcPlayer, targetPlayer.entityKey.Value, hit.point, hit.point - targetPlayer.position.Value);

            if (targetPlayer.hasStateInterface && targetPlayer.stateInterface.State.CanBeenHit())
            {
                targetPlayer.stateInterface.State.BeenHit();
            }

            _logger.DebugFormat(
                "bullet from {0} hit player {1}, part {2}, hitbox factor {3}, result damage {4}",
                bulletEntity.OwnerEntityKey,
                targetPlayer.entityKey.Value,
                collider,
                hitboxFactor,
                totalDamage);


            if (!targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Dead))
            {
                //有效命中
                if (targetPlayer.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
                {
                    srcPlayer.statisticsData.Statistics.ShootingPlayerCount++;
                }
                srcPlayer.statisticsData.Statistics.ShootingSuccCount++;
            }

            BulletPlayerUtility.ProcessPlayerHealthDamage(
                _damager,
                srcPlayer,
                targetPlayer,
                new PlayerDamageInfo(totalDamage, (int)EUIDeadType.Weapon, (int)part, bulletEntity.WeaponId, bulletEntity.IsOverWall),
                _damageInfoCollector);
        }
Ejemplo n.º 17
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        public void OnHitVehicle(Contexts contexts, PlayerEntity src, VehicleEntity target, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config)
        {
            VehiclePartIndex partIndex;
            var baseDamage = GetVehicleFactor(hit, target, out partIndex) * GetBaseDamage(attackInfo, config);
            var gameData   = target.GetGameData();

            gameData.DecreaseHp(partIndex, baseDamage);
            if (!src.WeaponController().IsHeldSlotEmpty)
            {
                RaycastHit effectHit;
                if (TryGetEffectShowHit(src, out effectHit, config.Range))
                {
                    ClientEffectFactory.AddHitVehicleEffectEvent(src, target.entityKey.Value, effectHit.point, effectHit.point - target.position.Value, effectHit.normal);
                }
            }
        }
Ejemplo n.º 18
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        public void PlayPullBoltEffect(PlayerWeaponController controller)
        {
            if (null == controller)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }

            var   effectPos   = PlayerEntityUtility.GetThrowingEmitPosition(controller);
            float effectYaw   = (controller.RelatedOrient.Yaw + 90) % 360;
            float effectPitch = controller.RelatedOrient.Pitch;
            int   effectId    = 32;
            int   effectTime  = 3000;

            ClientEffectFactory.CreateGrenadeExplosionEffect(_context, _idGenerator,
                                                             controller.Owner, effectPos, effectYaw, effectPitch, effectId, effectTime, EClientEffectType.PullBolt);
        }
        private void CreatePullBoltEffect(PlayerWeaponController controller)
        {
            if (null == controller)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }

            var   effectPos   = SingletonManager.Get <ThrowAmmunitionCalculator>().GetFireViewPosition(controller);
            float effectYaw   = (controller.RelatedOrientation.Yaw + 90) % 360;
            float effectPitch = controller.RelatedOrientation.Pitch;
            int   effectId    = 32;
            int   effectTime  = 3000;

            ClientEffectFactory.CreateGrenadeExplosionEffect(_context, _idGenerator, controller.Owner, effectPos,
                                                             effectYaw, effectPitch, effectId, effectTime, EClientEffectType.PullBolt);
        }
Ejemplo n.º 20
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        public void PlayMuzzleSparkEffect(PlayerWeaponController controller)
        {
            if (null == controller)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }
            var muzzleTrans = controller.RelatedBones.GetLocation(SpecialLocation.MuzzleEffectPosition, controller.RelatedAppearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != muzzleTrans)
            {
                ClientEffectFactory.CreateMuzzleSparkEffct(_context, _idGenerator, controller.Owner, muzzleTrans, controller.RelatedOrient.Pitch, controller.RelatedOrient.Yaw, _config.Spark);
            }
            else
            {
                Logger.Error("Get muzzleLocation location failed");
            }
        }
Ejemplo n.º 21
0
        public void PlayBulletDropEffect(PlayerWeaponController controller)
        {
            if (null == controller)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }
            var ejectTrans = controller.RelatedBones.GetLocation(SpecialLocation.EjectionLocation, controller.RelatedAppearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != ejectTrans)
            {
                ClientEffectFactory.CreateBulletDrop(_context, _idGenerator, controller.Owner, ejectTrans.position, controller.RelatedOrient.Yaw, controller.RelatedOrient.Pitch, _config.BulletDrop);
            }
            else
            {
                Logger.Error("Get ejectionLocation location failed");
            }
        }
Ejemplo n.º 22
0
        public void OnHitEnvrionment(Contexts contexts, PlayerEntity src, RaycastHit hit, MeleeAttackInfo attackInfo,
                                     MeleeFireLogicConfig config)
        {
            var                    heldConfigId = src.WeaponController().HeldConfigId;
            RaycastHit             effectHit;
            bool                   showAttackEffect  = (MeleeHitUtil.CanMeleeAttackShowHit(src, out effectHit, config.Range));
            var                    collider          = effectHit.collider != null ? effectHit.collider : hit.collider;
            FracturedHittable      fracturedHittable = collider.GetComponent <FracturedHittable>();
            FracturedAbstractChunk fracturedChunk    = HitFracturedHandler.HitFracturedObj(src, effectHit, fracturedHittable);
            var                    hasHole           = fracturedChunk == null || (fracturedChunk.HasBulletHole && !fracturedChunk.IsBroken());

            if (showAttackEffect && hasHole)
            {
                int audioId = SingletonManager.Get <AudioWeaponManager>().FindById(heldConfigId).HitList.Body;
                ClientEffectFactory.AdHitEnvironmentEffectEvent(src, effectHit.point, effectHit.normal,
                                                                EEnvironmentType.Wood, audioId, 0, heldConfigId != WeaponUtil.EmptyHandId);
            }
        }
Ejemplo n.º 23
0
        private void CreateMuzzleSparkEffect(PlayerWeaponController controller)
        {
            if (null == controller || DefaultCfg.Spark < 1)
            {
                return;
            }
            var muzzleTrans = controller.RelatedBones.GetLocation(SpecialLocation.MuzzleEffectPosition,
                                                                  controller.RelatedAppearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != muzzleTrans)
            {
                //   Logger.Info("CreateMuzzleSparkEffct Once");
                ClientEffectFactory.CreateMuzzleSparkEffct(_context, _idGenerator, controller.Owner, muzzleTrans, controller.RelatedOrientation.Pitch, controller.RelatedOrientation.Yaw, DefaultCfg.Spark);
            }
            else
            {
                Logger.Error("Get muzzleLocation location failed");
            }
        }
Ejemplo n.º 24
0
        public void OnHitPlayer(Contexts contexts, PlayerEntity src, PlayerEntity target, RaycastHit hit,
                                MeleeAttackInfo attackInfo, MeleeFireLogicConfig config, int seq)
        {
            EBodyPart part       = BulletPlayerUtil.GetBodyPartByHitBoxName(hit.collider);
            var       baseDamage = MeleeHitUtil.GetPlayerFactor(hit, config, part) *
                                   MeleeHitUtil.GetBaseDamage(attackInfo, config);

            if (src.hasStatisticsData)
            {
                src.statisticsData.Statistics.AttackType = (int)attackInfo.AttackType;
            }

            //有效命中

            /*if (target.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
             * {
             *  src.statisticsData.Statistics.ShootingPlayerCount++;
             * }*/
            var playerWeaponId            = src.WeaponController().HeldConfigId;
            WeaponResConfigItem newConfig =
                SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(playerWeaponId);
            EUIDeadType euiDeadType = (null != newConfig && newConfig.SubType == (int)EWeaponSubType.Hand)
                            ? EUIDeadType.Unarmed
                            : EUIDeadType.Weapon;

            BulletPlayerUtil.ProcessPlayerHealthDamage(contexts, _damager, src, target,
                                                       new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)euiDeadType, (int)part,
                                                                            src.WeaponController().HeldWeaponAgent.ConfigId, false, false, false, hit.point,
                                                                            target.position.Value - src.position.Value));

            //   Logger.InfoFormat("[Hit] process damage sucess,dvalue:{0}", baseDamage);
            //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端
            //            if (target.hasStateInterface && target.stateInterface.State.CanBeenHit())
            //            {
            //                target.stateInterface.State.BeenHit();
            //            }

            ClientEffectFactory.AddBeenHitEvent(src, target, AttackUtil.GeneraterUniqueHitId(src, seq),
                                                contexts.session.currentTimeObject.CurrentTime);
            int audioId = SingletonManager.Get <AudioWeaponManager>().FindById(playerWeaponId).HitList.Body;

            ClientEffectFactory.AddHitPlayerEffectEvent(src, target.entityKey.Value, hit.point, audioId, part);
        }
        public void PlayPullBoltEffect(IPlayerWeaponState playerState)
        {
            var player = playerState.Owner as PlayerEntity;

            if (null == player)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }

            var   owner       = player.entityKey.Value;
            var   effectPos   = PlayerEntityUtility.GetThrowingEmitPosition(player);
            float effectYaw   = (playerState.ViewYaw + 90) % 360;
            float effectPitch = playerState.ViewPitch;
            int   effectId    = 32;
            int   effectTime  = 3000;

            ClientEffectFactory.CreateGrenadeExplosionEffect(_context, _idGenerator,
                                                             owner, effectPos, effectYaw, effectPitch, effectId, effectTime, EClientEffectType.PullBolt);
        }
Ejemplo n.º 26
0
        private void CreateBulletDropEffect(PlayerWeaponController controller)
        {
            if (DefaultCfg.BulletDrop < 1)
            {
                return;
            }
            //For test
            //  var ejectTrans = controller.RelatedBones.GetLocation(SpecialLocation.MuzzleEffectPosition,
            //     controller.RelatedAppearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);
            var ejectTrans = controller.RelatedBones.GetLocation(SpecialLocation.EjectionLocation, controller.RelatedAppearence.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != ejectTrans)
            {
                ClientEffectFactory.CreateBulletDrop(_context, _idGenerator, controller.Owner, ejectTrans.position, controller.RelatedOrientation.Yaw,
                                                     controller.RelatedOrientation.Pitch, DefaultCfg.BulletDrop, controller.HeldConfigId, AudioGrp_FootMatType.Concrete);
            }
            else
            {
                Logger.Error("Get ejectionLocation location failed");
            }
        }
        private void PlayOneEffect(ThrowingEntity throwing, int effectId, Vector3 effectPos, bool isBomb)
        {
            var entityIdGenerator = _contexts.session.commonSession.EntityIdGenerator;


            EClientEffectType effectType = EClientEffectType.GrenadeExplosion;
            int effectTime = _bombEffectTime;

            if (isBomb)
            {
                //爆炸特效类型
                switch ((EWeaponSubType)throwing.throwingData.WeaponSubType)
                {
                case EWeaponSubType.Grenade:
                    effectType = EClientEffectType.GrenadeExplosion;
                    break;

                case EWeaponSubType.FlashBomb:
                    effectType = EClientEffectType.FlashBomb;
                    break;

                case EWeaponSubType.FogBomb:
                    effectType = EClientEffectType.FogBomb;
                    effectTime = _fogBombEffectTime;
                    break;

                case EWeaponSubType.BurnBomb:
                    effectType = EClientEffectType.BurnBomb;
                    break;
                }
            }

            if (effectId > 0)
            {
                float effectYaw = throwing.throwingData.IsFly ? 0 : 1;
                ClientEffectFactory.CreateGrenadeExplosionEffect(_contexts.clientEffect, entityIdGenerator,
                                                                 throwing.ownerId.Value, effectPos, effectYaw, 0, effectId, effectTime, effectType);
            }
        }
        public void PlayMuzzleSparkEffect(IPlayerWeaponState playerState)
        {
            var player = playerState.Owner as PlayerEntity;

            if (null == player)
            {
                Logger.Error("player state owner is not player or null !");
                return;
            }

            var appearance    = player.appearanceInterface.Appearance;
            var characterBone = player.characterBoneInterface.CharacterBone;
            var owner         = player.entityKey.Value;
            var muzzleTrans   = characterBone.GetLocation(SpecialLocation.MuzzleEffectPosition, appearance.IsFirstPerson ? CharacterView.FirstPerson : CharacterView.ThirdPerson);

            if (null != muzzleTrans)
            {
                ClientEffectFactory.CreateMuzzleSparkEffct(_context, _idGenerator, owner, muzzleTrans, playerState.ViewPitch, playerState.ViewYaw, _config.Spark);
            }
            else
            {
                Logger.Error("Get muzzleLocation location failed");
            }
        }
Ejemplo n.º 29
0
        private void OnHitEnvironment(PlayerEntity srcPlayer, IBulletEntity bulletEntity, RaycastHit hit)
        {
            if (srcPlayer.gamePlay.IsDead())
            {
                _logger.InfoFormat("[hit] environment dead");
                return;
            }

            ThicknessInfo   thicknessInfo;
            EnvironmentInfo info = BulletEnvironmentUtility.GetEnvironmentInfoByHitBoxName(hit, bulletEntity.Velocity, out thicknessInfo);
            float           damageDecayFactor = _environmentTypeConfigManager.GetDamageDecayFactorByEnvironmentType(info.Type);
            float           energyDecayFactor = _environmentTypeConfigManager.GetEnergyDecayFactorByEnvironmentType(info.Type);
            float           oldThickNess      = bulletEntity.PenetrableThickness;
            float           oldDamage         = bulletEntity.BaseDamage;

            bulletEntity.BaseDamage           *= damageDecayFactor;
            bulletEntity.PenetrableThickness   = bulletEntity.PenetrableThickness * energyDecayFactor - info.Thickness;
            bulletEntity.PenetrableLayerCount -= info.LayerCount;

            if (bulletEntity.PenetrableLayerCount <= 0 || bulletEntity.PenetrableThickness <= 0)
            {
                bulletEntity.IsValid = false;
            }
            else
            {
                bulletEntity.AddPenetrateInfo(info.Type);
            }

            EBulletCaliber caliber = bulletEntity.Caliber; //根据口径

            var collider          = hit.collider;
            var fracturedHittable = collider.GetComponent <FracturedHittable>();

            if (fracturedHittable != null)
            {
                EntityKey?hittedObjectKey = null;

                var script = fracturedHittable.gameObject.GetComponent <FracturedHittable>();
                if (script == null)
                {
                    return;
                }

                var objtype = MapObjectUtility.GetGameObjType(script.Owner);
                if (objtype < 0)
                {
                    return;
                }

                var rawObjKey = MapObjectUtility.GetGameObjId(script.Owner);

                if (rawObjKey != Int32.MinValue && !SharedConfig.IsServer &&
                    MapObjectUtility.GetMapObjectByGameObject(script.Owner) == null)
                {
                    MapObjectUtility.SendCreateMapObjMsg(objtype, rawObjKey);
                    _logger.InfoFormat("CreateMapObjEvent: type:{0}, obj:{1}, num:{2}", (ETriggerObjectType)objtype,
                                       fracturedHittable.gameObject,
                                       srcPlayer.uploadEvents.Events.Events[EEventType.CreateMapObj].Count);
                }

                FracturedAbstractChunk fracturedChunk = null;

                fracturedChunk = fracturedHittable.Hit(hit.point, hit.normal);
                if (fracturedHittable.HasBulletHole && fracturedChunk != null)
                {
                    ClientEffectFactory.CreateHitFracturedChunkEffect(_contexts.clientEffect, _entityIdGenerator, hit.point,
                                                                      srcPlayer.entityKey.Value, hittedObjectKey.Value, fracturedChunk.ChunkId,
                                                                      hit.point - fracturedChunk.transform.position, hit.normal);
                }

                srcPlayer.statisticsData.Statistics.ShootingSuccCount++;

                if (fracturedHittable.HasBulletHole && fracturedChunk != null && bulletEntity.IsValid && thicknessInfo.Thickness > 0)
                {
                    ClientEffectFactory.CreateHitFracturedChunkEffect(_contexts.clientEffect, _entityIdGenerator, thicknessInfo.OutPoint, srcPlayer.entityKey.Value,
                                                                      hittedObjectKey.Value, fracturedChunk.ChunkId, thicknessInfo.OutPoint - fracturedChunk.transform.position, thicknessInfo.Normal);
                }
            }
            else
            {
                ClientEffectFactory.AdHitEnvironmentEffectEvent(srcPlayer, hit.point, hit.normal, info.Type);

                if (bulletEntity.IsValid && thicknessInfo.Thickness > 0)
                {
                    ClientEffectFactory.AdHitEnvironmentEffectEvent(srcPlayer, thicknessInfo.OutPoint, thicknessInfo.Normal, info.Type);
                }
            }

            _logger.InfoFormat("[hit]bullet from {0} hit environment {1}, collier {2}, base damage {3}->{4}, penetrable thick {5}->{6}, env ({7}), remain layer {8}",
                               bulletEntity.OwnerEntityKey, hit.point, hit.collider.name, oldDamage, bulletEntity.BaseDamage, oldThickNess, bulletEntity.PenetrableThickness,
                               info, bulletEntity.PenetrableLayerCount);
        }
Ejemplo n.º 30
0
        private void DoHitEnvironment(PlayerEntity srcPlayer, IBulletEntityAgent bulletEntityAgent, RaycastHit hit)
        {
            if (srcPlayer.gamePlay.IsDead())
            {
                BulletHitHandler._logger.InfoFormat("hit environment dead");
                return;
            }
            subProfilerInfo.BeginProfileOnlyEnableProfile();
            // BulletHitHandler._logger.InfoFormat("[Hit{0}] OwnerEntityKey {1}, point {2},collider:{3}", cmdSeq,
            //     bulletEntityAgent.OwnerEntityKey, hit.point, hit.collider.name);
            ThicknessInfo thicknessInfo;

            /*profiler:热点项 考虑材质检测方式调整
             * --GetColliderThickness
             * -- GetMaterialByHit
             * --GetEnvironmentTypeByMatName
             */
            EnvironmentInfo info =
                BulletEnvironmentUtil.GetEnvironmentInfoByHitBoxName(hit, bulletEntityAgent.Velocity,
                                                                     out thicknessInfo);
            float damageDecayFactor = SingletonManager.Get <EnvironmentTypeConfigManager>().GetDamageDecayFactorByEnvironmentType(info.Type);
            float energyDecayFactor = SingletonManager.Get <EnvironmentTypeConfigManager>().GetEnergyDecayFactorByEnvironmentType(info.Type);

            // float oldThickNess      = bulletEntityAgent.PenetrableThickness;
            // float oldDamage         = bulletEntityAgent.BaseDamage;
            bulletEntityAgent.BaseDamage         *= damageDecayFactor;
            bulletEntityAgent.PenetrableThickness =
                bulletEntityAgent.PenetrableThickness * energyDecayFactor - info.Thickness;
            bulletEntityAgent.PenetrableLayerCount -= info.LayerCount;

            if (bulletEntityAgent.PenetrableLayerCount <= 0 || bulletEntityAgent.PenetrableThickness <= 0)
            {
                //profiler:editor下热点项 -- Entity.AddComponent
                bulletEntityAgent.IsValid = false;
            }
            else
            {
                bulletEntityAgent.AddPenetrateInfo(info.Type);
            }
            subProfilerInfo.EndProfileOnlyEnableProfile();
            var collider          = hit.collider;
            var fracturedHittable = collider.GetComponent <FracturedHittable>();

            if (fracturedHittable != null)
            {
                var fracturedChunk = HitFracturedHandler.HitFracturedObj(srcPlayer, hit, fracturedHittable);

                if (fracturedHittable.HasBulletHole && fracturedChunk != null)
                {
                    // ClientEffectFactory.CreateHitFracturedChunkEffect( hit.point, srcPlayer.entityKey.Value, fracturedHittable.transform, fracturedChunk.ChunkId,hit.point - fracturedChunk.transform.position, hit.normal,info.Type);
                    if (fracturedChunk.IsBroken())
                    {
                        ChunkEffectBehavior.CleanupChunkEffectBehaviors(fracturedChunk.ChunkId);
                    }
                    else
                    {
                        ClientEffectFactory.CreateHitEnvironmentEffect(hit.point, hit.normal, info.Type,
                                                                       (int)EAudioUniqueId.BulletHit, true, fracturedChunk.ChunkId, fracturedChunk.transform);
                    }
                }


                srcPlayer.statisticsData.Statistics.ShootingSuccCount++;

                if (fracturedHittable.HasBulletHole && fracturedChunk != null && bulletEntityAgent.IsValid &&
                    thicknessInfo.Thickness > 0)
                {
                    ClientEffectFactory.CreateHitEnvironmentEffect(hit.point, hit.normal, info.Type,
                                                                   (int)EAudioUniqueId.BulletHit, true, fracturedChunk.ChunkId, fracturedChunk.transform);
                    // ClientEffectFactory.CreateHitFracturedChunkEffect(_contexts.clientEffect, _entityIdGenerator,
                    // thicknessInfo.OutPoint, srcPlayer.entityKey.Value, hittedObjectKey, fracturedChunk.ChunkId,
                    // thicknessInfo.OutPoint - fracturedChunk.transform.position, thicknessInfo.Normal);
                }
            }
            else
            {
                //profiler:热点项   -- EventInfos.Instance.Allocate(EEventType.HitEnvironment, false);
                ClientEffectFactory.AdHitEnvironmentEffectEvent(srcPlayer, hit.point, hit.normal, info.Type,
                                                                (int)EAudioUniqueId.BulletHit);

                if (bulletEntityAgent.IsValid && thicknessInfo.Thickness > 0)
                {
                    ClientEffectFactory.AdHitEnvironmentEffectEvent(srcPlayer, thicknessInfo.OutPoint,
                                                                    thicknessInfo.Normal, info.Type, (int)EAudioUniqueId.BulletHit);
                }
            }

            // BulletHitHandler._logger.InfoFormat(
            // "bullet from {0} hit environment {1}, collier {2}, base damage {3}->{4}, penetrable thick {5}->{6}, env ({7}), remain layer {8}",
            // bulletEntityAgent.OwnerEntityKey, hit.point, hit.collider.name, oldDamage, bulletEntityAgent.BaseDamage,
            // oldThickNess, bulletEntityAgent.PenetrableThickness, info, bulletEntityAgent.PenetrableLayerCount);
        }