Ejemplo n.º 1
0
    //LineRenderer line;
    public void LoadAttack(InventoryItem weapon, MeteorUnit target, AttackDes attackdef, MeteorUnit Owner)
    {
        //line = gameObject.AddComponent<LineRenderer>();
        //line.startWidth = 1f;
        //line.endWidth = 1f;
        //line.numPositions = 200;
        owner       = Owner;
        _attack     = attackdef;
        auto_target = target;
        WeaponRoot  = new GameObject().transform;
        WeaponRoot.SetParent(transform);
        WeaponRoot.localPosition    = Vector3.zero;
        WeaponRoot.localScale       = Vector3.one;
        WeaponRoot.localRotation    = Quaternion.Euler(0, 0, 0);
        WeaponRoot.name             = "WeaponRoot";
        WeaponRoot.gameObject.layer = gameObject.layer;
        Weapon = weapon;
        //计算控制点
        spline.SetControlPoint(0, transform.position);
        InitSpline();
        //List<Vector3> veclst = spline.GetEquiDistantPointsOnCurve(200);
        //line.SetPositions(veclst.ToArray());
        tTotal = spline.GetLength() / speed;
        //Debug.LogError("tTotal Init:" + tTotal + " length:" + spline.GetLength() + " speed:" + speed);
        LoadWeapon();
        //增加拖尾
        GameObject trailS = NodeHelper.Find("d_wpnRS", this.gameObject);
        GameObject trailE = NodeHelper.Find("d_wpnRE", this.gameObject);

        Trail = gameObject.AddComponent <WeaponTrail>();
        if (trailS != null)
        {
            Trail.AddTransform(trailS.transform);
        }
        if (trailE != null)
        {
            Trail.AddTransform(trailE.transform);
        }
        Trail.Init(Owner);
        Trail.Open();
        MeshRenderer mr = gameObject.GetComponentInChildren <MeshRenderer>();

        if (mr != null)
        {
            BoxCollider bc = mr.gameObject.AddComponent <BoxCollider>();
            bc.isTrigger = true;
            bc.size      = new Vector3(10, 5, 10);
        }
    }
Ejemplo n.º 2
0
    //力量感很差,仅仅运行轨迹是一条曲线还是不行的。要有冲击感,要做变速/匀加速按固定轨迹运动,才行
    //因为贝塞尔通过时间计算曲线的某一位置,可以把时间参数模拟加快,做为变量
    //但是怎么去控制
    //LineRenderer line;
    public void LoadAttack(InventoryItem weapon, MeteorUnit target, AttackDes attackdef, MeteorUnit Owner)
    {
        //line = gameObject.AddComponent<LineRenderer>();
        //line.startWidth = 1f;
        //line.endWidth = 1f;
        //line.numPositions = 200;
        if (attackdef != null)
        {
            if (attackdef.PoseIdx == 218)
            {
                //轻力度
                speed = (normal_speed + max_speed) / 2;
            }
            else if (attackdef.PoseIdx == 220)
            {
                //中等力度
                speed = (middle_speed + max_speed) / 2;
            }
            else if (attackdef.PoseIdx == 222)
            {
                //超级力度
                speed = (super_speed + max_speed) / 2;
            }
        }
        owner       = Owner;
        _attack     = attackdef;
        auto_target = target;
        WeaponRoot  = new GameObject().transform;
        WeaponRoot.SetParent(transform);
        WeaponRoot.localPosition    = Vector3.zero;
        WeaponRoot.localScale       = Vector3.one;
        WeaponRoot.localRotation    = Quaternion.Euler(0, 0, 0);
        WeaponRoot.name             = "WeaponRoot";
        WeaponRoot.gameObject.layer = gameObject.layer;
        Weapon = weapon;
        //计算控制点
        spline.SetControlPoint(0, transform.position);
        InitSpline();
        //List<Vector3> veclst = spline.GetEquiDistantPointsOnCurve(200);
        //line.SetPositions(veclst.ToArray());
        totalTime = spline.GetLength() / speed;
        //float a = (max_speed - speed) / totalTime;
        //Debug.LogError("tTotal Init:" + tTotal + " length:" + spline.GetLength() + " speed:" + speed);
        LoadWeapon();
        //增加拖尾
        GameObject trailS = NodeHelper.Find("d_wpnRS", this.gameObject);
        GameObject trailE = NodeHelper.Find("d_wpnRE", this.gameObject);

        Trail = gameObject.AddComponent <WeaponTrail>();
        if (trailS != null)
        {
            Trail.AddTransform(trailS.transform);
        }
        if (trailE != null)
        {
            Trail.AddTransform(trailE.transform);
        }
        Trail.Init(Owner);
        Trail.Open();
        MeshRenderer mr = gameObject.GetComponentInChildren <MeshRenderer>();

        if (mr != null)
        {
            BoxCollider hitBox = mr.gameObject.AddComponent <BoxCollider>();
            hitBox.isTrigger = true;
            hitBox.size      = new Vector3(10, 5, 10);
            if (U3D.showBox)
            {
                BoundsGizmos.Instance.AddCollider(hitBox);
            }
        }
    }