Ejemplo n.º 1
0
    /// <summary>
    /// 自动瞄准。
    /// </summary>
    private void Update()
    {
        PECommon.Log("自动瞄准" + autoAim);
        //玩家没有设置自动瞄准
        if (!autoAim)
        {
            return;
        }
        if (isOver)
        {
            return;
        }

        if (Physics.Raycast(Camera.main.ScreenPointToRay(sightPos), out hit))
        {
            //在人物身上了
            if (UnityTools.FindUpParent(hit.collider.transform).tag == "Player")
            {
                //Debug.Log("瞄准到角色" + UnityTools.FindUpParent(hit.collider.transform).gameObject.name);
                return;
            }
        }
        foreach (var item in EnemyGODic)
        {
            if (item.Value != null)
            {
                Vector3 enemyPosV3 = Camera.main.WorldToScreenPoint(item.Value.transform.position);
                Vector2 enemyPosV2 = new Vector2(enemyPosV3.x, enemyPosV3.y);
                float   distance   = Vector2.Distance(sightPos, enemyPosV2);
                //PECommon.Log("准星距离敌方:" + distance);
                //进入自动瞄准范围
                if (distance < Constants.SelfAimRange)
                {
                    if (distance <= Constants.SelfAimStopRange)
                    {
                        return;
                    }
                    //PECommon.Log("进入自动瞄准范围,distance为:" + distance+ "lastDis为:" + lastDis);
                    //找到最近的那个目标
                    if (distance < lastDis)
                    {
                        //要瞄准的目标的位置
                        finallyPos = enemyPosV2;
                        lastDis    = distance;
                    }
                }
            }
        }
        if (finallyPos != Vector2.zero)
        {
            Vector2 dir = finallyPos - sightPos;
            //改变摄像机朝向
            Camera.main.transform.eulerAngles = new Vector3(Camera.main.transform.eulerAngles.x - (dir.y / 360), Camera.main.transform.eulerAngles.y + (dir.x / 360), Camera.main.transform.eulerAngles.z);
            //人物动作改变:
            BattleSys.Instance.battleMgr.UpdateModelAction();
            finallyPos = Vector2.zero;
            lastDis    = float.MaxValue;
        }
    }
Ejemplo n.º 2
0
    public override void CollisionEnter(Collision collision)
    {
        PECommon.Log("碰到物体的名字是:" + collision.collider.transform.name);
        M_Rigidbody.Sleep();
        TimerSvc.Instance.RemoveTake(taskID);
        taskID = -10;
        TimerSvc.Instance.RemoveTake(trailTaskID);
        trailTaskID = -100;
        TimerSvc.Instance.AddTimeTask((int tid) =>
        {
            bulletPool.AddObject(gameObject);
        }, 500);
        if (collision.collider.GetComponent <BulletMark>() != null)
        {
            if (Physics.Raycast(ray, out hit, 1000, ~(1 << 10)))
            {
            }
            collision.collider.GetComponent <BulletMark>().CreateBulletMark(hit);
        }
        GameObject targetPlayer = UnityTools.FindUpParent(collision.collider.transform).gameObject;

        if (targetPlayer.tag == "Player")
        {
            Vector3   hitPos     = collision.collider.transform.position;
            MyVector3 hitPosMyV3 = UnityTools.GetMyV3Value(hitPos);
            PECommon.Log("射中的目标最上层物体的名字:" + UnityTools.FindUpParent(collision.collider.transform).gameObject.name);
            //----------------------------------
            if (targetPlayer.GetComponent <ControllerBase>() == null)
            {
                return;
            }
            //别射到自己。
            RoleType targetPlayerRoleType = targetPlayer.GetComponent <ControllerBase>().roleType;
            if (casterRoleType == targetPlayerRoleType)
            {
                return;
            }
            int hurt = 0;
            switch (collision.collider.gameObject.tag)
            {
            case "Arm":
                hurt = damage / 2;
                PECommon.Log("造成肢体伤害" + hurt);
                break;

            case "Body":
                hurt = damage;
                PECommon.Log("造成身体伤害" + hurt);
                break;

            case "Head":
                hurt = damage * 2;
                PECommon.Log("造成头部伤害" + hurt);
                break;
            }

            //发送网络消息
            GameMsg gameMsg = new GameMsg
            {
                cmd           = (int)CMD.ReqTakeDamage,
                reqTakeDamage = new ReqTakeDamage
                {
                    damageID       = damageID,
                    casterRoleType = casterRoleType,
                    targetRoleType = targetPlayerRoleType,
                    hurt           = hurt,
                    hitPos         = hitPosMyV3,
                },
            };

            netSvc.SendMsg(gameMsg);
            //准星变红
            if (casterRoleType == BattleSys.Instance.GetCurrentRoleType())
            {
                BattleSys.Instance.SetSignRed();
            }
        }
        gameObject.SetActive(false);
    }