void OnEnable() { FloatParameter fparam = ParameterPool.GetParameter <FloatParameter>(); fparam.value = gunAccuracy; GlobalEventQueue.EnQueueEvent(E_Event.GunChange, fparam); }
IEnumerator RoutineTooltip(Vector2 position) { yield return(new WaitForSecondsRealtime(tooltipTime)); if (isDownStarted) { Debug.LogFormat("Tooltip : {0}", localKey); TooltipParameter p = ParameterPool.GetParameter <TooltipParameter>(); p.localKey = localKey; p.position = position + Vector2.up * 20; GlobalEventQueue.EnQueueEvent(DefaultEvent.ShowTooltip, p); } }
public void ListenPathfindEvent(object param) { PeekPointParameter p = param as PeekPointParameter; if (p.instanceID == instanceID || p.instanceID == GlobalEventQueue.GlobalID) { ReqPathfind req = ParameterPool.GetParameter <ReqPathfind>(); req.instanceID = this.GetInstanceID(); req.startPosition = this.transform.position; req.endPosition = p.peekPoint; req.callback = PathfindCompleteCallback; GlobalEventQueue.EnQueueEvent(DefaultEvent.ReqPathfind, req); } }
void ShootRaycast() { ray.origin = camTrans.position; ray.direction = camTrans.forward; if (Physics.Raycast(ray, out hit, enemyLayer.value)) { ShotParameter sp = ParameterPool.GetParameter <ShotParameter>(); sp.gunDmg = gunDamage; sp.shotObject = hit.transform.gameObject; sp.shotPoint = hit.point; GlobalEventQueue.EnQueueEvent(E_Event.Shot, sp); EffectParameter ep = ParameterPool.GetParameter <EffectParameter>(); ep.effectName = "Prefabs/Decals/Bullet Hole"; ep.parent = hit.transform; ep.position = hit.point + hit.normal * 0.005f; ep.rotation = Quaternion.LookRotation(-hit.normal); ep.scale = Vector3.one * 0.1f; GlobalEventQueue.EnQueueEvent(DefaultEvent.ShowEffect, ep); //Debug.LogFormat( "SHOT {0}" , hit.transform.name ); } }