Example #1
0
        /// ------------------------------------------------------------------------------------------
        /// <summary>
        /// 这里暂时先这么实现各种子弹,子弹1射击的效果
        /// </summary>
        /// ------------------------------------------------------------------------------------------
        private void FireEffect1(Vector3 shootVector, Vector3 position)
        {
            GameObject shellInstance = null;

            if (ExplosionManager.s_InstanceExists)
            {
                shellInstance = ExplosionManager.s_Instance.CreateVisualBullet(position, shootVector, 0, BulletClass.FiringExplosion);
            }

            shellInstance.SetActive(true);
            shellInstance.transform.localScale = Vector3.one;
            shellInstance.transform.position   = position;
            shellInstance.transform.forward    = shootVector;

            // 忽略与自身的碰撞
            Physics.IgnoreCollision(shellInstance.GetComponent <Collider>(), GetComponentInChildren <Collider>(), true);
            InstantBullet shell = shellInstance.GetComponent <InstantBullet>();

            shell.Setup(0, null, 100);
        }
Example #2
0
        /// ------------------------------------------------------------------------------------------
        /// <summary>
        /// ������ʱ����ôʵ�ָ����ӵ����ӵ�1�����Ч��
        /// </summary>
        /// ------------------------------------------------------------------------------------------
        private void FireEffect1(Vector3 shootVector, Vector3 position, int randSeed)
        {
            GameObject shellInstance = null;

            if (ExplosionManager.s_InstanceExists)
            {
                shellInstance = ExplosionManager.s_Instance.CreateVisualBullet(position, shootVector, 0, BulletClass.FiringExplosion);
            }

            shellInstance.SetActive(true);
            shellInstance.transform.localScale = Vector3.one;
            shellInstance.transform.position   = position;
            shellInstance.transform.forward    = shootVector;

            // �������������ײ
            Physics.IgnoreCollision(shellInstance.GetComponent <Collider>(), GetComponentInChildren <Collider>(), true);
            InstantBullet shell = shellInstance.GetComponent <InstantBullet>();

            shell.Setup(0, null, 100);
            //shell.transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.eulerAngles.x, m_curLookatDeg, transform.rotation.eulerAngles.z));
        }