public void OnBulletFire(PlayerWeaponController controller, WeaponSideCmd cmd)
        {
            //            DebugUtil.MyLog("[seq:{1}]MuzzleP3Position:{0}",controller.RelatedFirePos.MuzzleP3Position,cmd.UserCmd.Seq);
            var bulletCfg = controller.HeldWeaponAgent.BulletCfg;

            AssertUtility.Assert(bulletCfg != null);
            var cmdSeq   = cmd.UserCmd.Seq;
            var fireAmmu = controller.RelatedCameraSNew.IsAiming() ? sightFireAmmu : normalFireAmmu;

            // 射出子弹
            for (int i = 0; i < bulletCfg.HitCount; i++)
            {
                var bulletData = PlayerBulletData.Allocate();
                bulletData.Dir =
                    PrecisionsVector3.MakePrecisionsV(
                        fireAmmu.GetFireDir(cmdSeq + i, controller, cmd.UserCmd.Seq), 3);
                var viewPos = PrecisionsVector3.MakePrecisionsV(fireAmmu.GetFireViewPosition(controller), 3);
                bulletData.ViewPosition = PrecisionsVector3.MakeRoundPrecisionsV(viewPos, 3);
                //枪口位置取原始精度
                bulletData.EmitPosition = fireAmmu.GetFireEmitPosition(controller);
                controller.AddAuxBullet(bulletData);
                // DebugUtil.AppendShootText(cmd.UserCmd.Seq, "[Bullet Fire]{0}", bulletData.ToStringExt());
            }

            controller.AfterAttack();
        }
Example #2
0
        public void OnBulletFire(PlayerWeaponController controller, WeaponSideCmd cmd)
        {
            var bulletCfg = controller.HeldWeaponAgent.BulletCfg;

            AssertUtility.Assert(bulletCfg != null);
            var cmdSeq           = cmd.UserCmd.Seq;
            var runTimeComponent = controller.HeldWeaponAgent.RunTimeComponent;

            _bulletInfoProvider.Prepare(controller);
            // 射出子弹
            for (int i = 0; i < bulletCfg.HitCount; i++)
            {
                var bulletData = PlayerBulletData.Allocate();
                bulletData.Dir = _bulletInfoProvider.GetFireDir(cmdSeq + i, controller);
                runTimeComponent.LastBulletDir = bulletData.Dir;
                bulletData.ViewPosition        = _bulletInfoProvider.GetFireViewPosition(controller);
                bulletData.EmitPosition        = _bulletInfoProvider.GetFireEmitPosition(controller);
                controller.AddAuxBullet(bulletData);
            }
            controller.AfterAttack();
        }
Example #3
0
 public void AfterAttack(PlayerWeaponController controller, WeaponSideCmd cmd, EMeleeAttackType attckType)
 {
     if (cmd.IsFire)
     {
         //  DebugUtil.MyLog("DamageInterval:"+_config.DamageInterval);
         StartMeleeAttack(controller, cmd.UserCmd.RenderTime + _config.DamageInterval,
                          new MeleeAttackInfo {
             AttackType = attckType
         },
                          _config);
     }
     else
     {
         StartMeleeAttack(controller, cmd.UserCmd.RenderTime + _config.SpecialDamageInterval,
                          new MeleeAttackInfo {
             AttackType = attckType
         },
                          _config);
     }
     controller.AfterAttack();
 }