Example #1
0
    /// <summary>
    /// 切换两种飞行动作
    /// </summary>
    public int CalculateHiteEdge()
    {
        int     pointInIndex = -1;
        int     index        = -1;
        Vector3 returnPos    = Vector3.zero;
        int     lastIndex    = m_lFlyData.Count - 1;

        for (int i = 0; i < m_lFlyData.Count - 1; i++)
        {
            if (GenerateShip.pointInRejectPolygon(m_lFlyData[i].Pos, GenerateShip.GetRejectPolygon()) && i != 0)
            {
                pointInIndex = i;
                break;
            }
        }

        if (pointInIndex != -1)
        {
            index = GenerateShip.RayToRejectPolygon(m_lFlyData[pointInIndex - 1].Pos, m_lFlyData[pointInIndex].Pos, ref returnPos, GenerateShip.GetRejectPolygon());
        }
        else
        {
            index = GenerateShip.RayToRejectPolygon(m_lFlyData[lastIndex - 1].Pos, m_lFlyData[lastIndex].Pos, ref returnPos, GenerateShip.GetRejectPolygon());
        }
        return(index);

        //NGUIUtil.DebugLog("hitIndex =" + index,"brown");
    }
Example #2
0
    /// <summary>
    /// 手势开始
    /// </summary>
    /// <param name="gesture"></param>
    public void FingerStart(Vector3 posWorld)
    {
        if (s_bEnableFire == false)
        {
            return;
        }
        m_v3TouchPostions.Clear();
        if (CmCarbon.IsBorn(soldierDataID))
        {
            return;
        }
        SpawnFingerTrail(posWorld);
        PlayerSoldierFire.s_bCollectTouchPoint = true;
        MainCameraM.s_Instance.EnableDrag(false);

        if (GenerateShip.pointInRejectPolygon(posWorld, GenerateShip.GetRejectPolygon()))
        {
            PlayerSoldierFire.s_bCollectTouchPoint = false;
            MainCameraM.s_Instance.EnableDrag(true);
            return;
        }
        m_v3TouchPostions.Add(posWorld);
    }
Example #3
0
    /// <summary>
    /// 确认飞行轨迹有效。
    /// </summary>
    public static bool CheckFlyLine(ref List <Vector3> lFlyPoint)
    {
        if (lFlyPoint == null || lFlyPoint.Count < 0)
        {
            return(false);
        }
        //if( lFlyPoint.Count < 2) return false;
        //if (lFlyPoint.Count==2 && lFlyPoint[0] == lFlyPoint[1])
        //	return false;
        lFlyPoint = PathUtil.SmoothSimple(lFlyPoint);
        if (m_IsSmooth)
        {
            if (lFlyPoint == null)
            {
                return(false);
            }
            if (GenerateShip.pointInRejectPolygon(lFlyPoint [0], GenerateShip.GetOutRejectPolygon()))
            {
                Vector3 posRaySrc  = lFlyPoint [0];
                Vector3 posRayTo0  = lFlyPoint [0] + Vector3.left * 6f;
                Vector3 posReturn0 = new Vector3(posRayTo0.x, posRayTo0.y, posRayTo0.z);
                GenerateShip.RayToRejectPolygon(posRaySrc, posRayTo0, ref posReturn0, GenerateShip.GetOutRejectPolygon());

                Vector3 posRayTo1  = lFlyPoint [0] + Vector3.right * 6f;
                Vector3 posReturn1 = new Vector3(posRayTo1.x, posRayTo1.y, posRayTo1.z);
                GenerateShip.RayToRejectPolygon(posRaySrc, posRayTo1, ref posReturn1, GenerateShip.GetOutRejectPolygon());

                Vector3 posRayTo2  = lFlyPoint [0] + Vector3.up * 6f;
                Vector3 posReturn2 = new Vector3(posRayTo2.x, posRayTo2.y, posRayTo2.z);
                GenerateShip.RayToRejectPolygon(posRaySrc, posRayTo2, ref posReturn2, GenerateShip.GetOutRejectPolygon());

                float fDistance0 = Vector2.Distance(posRaySrc, posReturn0);
                float fDistance1 = Vector2.Distance(posRaySrc, posReturn1);
                float fDistance2 = Vector2.Distance(posRaySrc, posReturn2);
                lFlyPoint.Remove(posRaySrc);
                if (fDistance0 <= fDistance1)
                {
                    if (fDistance2 < fDistance0)
                    {
                        lFlyPoint.Insert(0, posReturn2);
                    }
                    else
                    {
                        lFlyPoint.Insert(0, posReturn0);
                    }
                }
                else
                {
                    if (fDistance2 < fDistance1)
                    {
                        lFlyPoint.Insert(0, posReturn2);
                    }
                    else
                    {
                        lFlyPoint.Insert(0, posReturn1);
                    }
                }
            }
            //把进入船的点去掉
            for (int i = 0; i < lFlyPoint.Count; i++)
            {
                if (GenerateShip.pointInRejectPolygon(lFlyPoint [i], GenerateShip.GetRejectPolygon()) && lFlyPoint.Count - i - 1 > 0)
                {
                    lFlyPoint.RemoveRange(i + 1, lFlyPoint.Count - i - 1);
                    break;
                }
            }
        }

        if (lFlyPoint.Count > 1)
        {
            if (GenerateShip.pointInRejectPolygon(lFlyPoint [0], GenerateShip.GetOutRejectPolygon()))
            {
                Vector3 posRaySrc  = lFlyPoint [0];
                Vector3 posRayTo0  = lFlyPoint [0] + Vector3.left * 6f;
                Vector3 posReturn0 = new Vector3(posRayTo0.x, posRayTo0.y, posRayTo0.z);
                GenerateShip.RayToRejectPolygon(posRaySrc, posRayTo0, ref posReturn0, GenerateShip.GetOutRejectPolygon());
            }

            int     nPoint  = lFlyPoint.Count;
            Vector3 posLast = lFlyPoint[nPoint - 1] + (lFlyPoint[nPoint - 1] - lFlyPoint[nPoint - 2]) * 30f;
            lFlyPoint.Add(posLast);
            return(true);
        }
        return(false);
    }