public void AddActor(ActorBase actor) { IBaseComponentContainer container = actor as IBaseComponentContainer; var init = container.GetInitData(); //actor.CreateBody(factory.CreateRectangleBody(init.point_x, init.point_y, 10, 10)); //判断是否是激光 if (actor.GetActorType() != ActorTypeBaseDefine.ContinuousLaserActor && actor.GetActorType() != ActorTypeBaseDefine.PowerLaserActor) { actor.CreateBody(factory.CreateSpaceWonderBody(new Vector2(init.point_x, init.point_y), init.angle, actor.GetGameModelByActorType(), new UserData(actor.GetActorID(), actor.GetActorType()))); } //是持续激光 else if (actor.GetActorType() == ActorTypeBaseDefine.ContinuousLaserActor) { //获取长宽属性 var WH = ActorHelper.GetLaserShapeByShip(actor.GetActorType()); actor.CreateBody(factory.CreateSpaceWonderLaser(new Vector2(init.point_x, init.point_y), init.angle, new UserData(actor.GetActorID(), actor.GetActorType()), WH.X, WH.Y)); } //是蓄力激光 else if (actor.GetActorType() == ActorTypeBaseDefine.PowerLaserActor) { var WH = ActorHelper.GetLaserShapeByShip(actor.GetActorType(), heightpro: actor.GetActorInitPro()); //Log.Trace("AddActor: actorID" + actor.GetActorID() + " InitDate" + init.point_x + " " + init.point_y + " " + init.angle + " WeaponDemage:" + ((IWeaponBaseComponentContainer)actor).GetWeaponDamage() + " WH" + WH.X + " " + WH.Y + " InitPro:" + actor.GetActorInitPro()); actor.CreateBody(factory.CreateSpaceWonderLaser(new Vector2(init.point_x, init.point_y), init.angle, new UserData(actor.GetActorID(), actor.GetActorType()), WH.X, WH.Y)); } //Log.Trace("AddActor: actorID" + actor.GetActorID() + " InitDate" + init.point_x + " " + init.point_y + " " + init.angle); //Log.Trace("actor id" + actor.GetActorID() + " 生成一个Actor Position:" + actor.GetPosition() + " Forward:" + actor.GetForward()); _actorList.Add(actor); }
public static bool IsEnvir(this ActorBase actor) { switch (actor.GetActorType()) { case ActorTypeBaseDefine.BaseStation: case ActorTypeBaseDefine.Meteorite_L: case ActorTypeBaseDefine.Meteorite_M: case ActorTypeBaseDefine.Meteorite_S: case ActorTypeBaseDefine.BlackHole: return(true); default: return(false); } }
public static bool IsWeapon(this ActorBase actor) { switch (actor.GetActorType()) { case ActorTypeBaseDefine.AntiAircraftGunActor: case ActorTypeBaseDefine.ContinuousLaserActor: case ActorTypeBaseDefine.MachineGunActor: case ActorTypeBaseDefine.PowerLaserActor: case ActorTypeBaseDefine.TimeBombActor: case ActorTypeBaseDefine.TorpedoActor: case ActorTypeBaseDefine.TrackingMissileActor: case ActorTypeBaseDefine.TriggerBombActor: return(true); default: return(false); } }
public static bool IsShip(this ActorBase actor) { switch (actor.GetActorType()) { case ActorTypeBaseDefine.ShipActorNone: case ActorTypeBaseDefine.EliteShipActorA: case ActorTypeBaseDefine.EliteShipActorB: case ActorTypeBaseDefine.FighterShipActorA: case ActorTypeBaseDefine.FighterShipActorB: case ActorTypeBaseDefine.WaspShipActorA: case ActorTypeBaseDefine.AnnihilationShipActor: case ActorTypeBaseDefine.DroneShipActor: case ActorTypeBaseDefine.PlayerShipActor: return(true); default: return(false); } }
/// <summary> /// 处理生成事件 /// </summary> protected void HandlerInitEvent(InitEventMessage initEvent) { if (initEvent == null) { return; } ActorBase actor = null; if (initEvent.haveId) { actor = levelContainer.GetCreateInternalComponentBase().CreateActor(initEvent.actortype, initEvent.camp, initEvent.point_x, initEvent.point_y, initEvent.angle, initEvent.actorid, initEvent.IsPlayer, initEvent.weapontype_a, initEvent.weapontype_b, initEvent.name, initEvent.time); } else { actor = levelContainer.GetCreateInternalComponentBase().CreateActor(initEvent.actortype, initEvent.camp, initEvent.point_x, initEvent.point_y, initEvent.angle, initEvent.IsPlayer, initEvent.weapontype_a, initEvent.weapontype_b, initEvent.name, initEvent.time); initEvent.actorid = actor.GetActorID(); } if (initEvent.time != 0) { actor.SetActorInitPro(initEvent.time); } if (actor != null) { if (actor is ISkillContainer skill) { skill.SetOwnerID(initEvent.onwerid); } actor.SetRelPosition(initEvent.relatpoint_x, initEvent.relatpoint_y); actor.SetLinerDamping(initEvent.LinerDamping); levelContainer.GetEnvirinfointernalBase().AddActor(actor); } Log.Trace("HandlerComponentBase HandlerInitEvent: 生成一个Actor id" + actor.GetActorID() + " " + actor.GetActorType()); //执行回调生成事件 OnInitMessageHandler?.Invoke(initEvent.actorid); initMessageNum++; }