Exemple #1
0
    /// <summary>
    /// 着陆
    /// </summary>
    public void Land()
    {
        PathType = E_Path.Land;

        for (int i = 0; i < MissilePoints.Length; ++i)
        {
            MissilePoints[i].SetActive(false);
        }

        CameraObj.transform.localEulerAngles = Vector3.zero;
        CameraObj.transform.localPosition    = new Vector3(0.5f, 3.0f, -17.4f);
        timer    = 0;
        OverTime = Const.GAME_CONFIT_LAND_TIME;
        //PathManager.Instance.ReversePath(PathManager.Instance.PathInfo0);
        //pathInfo = PathManager.Instance.PathInfo0;
        pathInfo = PathManager.Instance.PathInfo2;

        PilotController.LandPath();
        PilotController.NormalSpeed();
        Data.Summary();
        ActiveEffectHurt(Data.ConditionRate);
        EffectPoint.gameObject.SetActive(false);

        Vector3    dir        = pathInfo.GetPos(Step) - pathInfo.GetPos(0);
        Quaternion toRotation = Quaternion.LookRotation(dir);

        transform.rotation = toRotation;

        EventDispatcher.TriggerEvent(EventDefine.Event_JiKu_To_Game_Light, false);
        EventDispatcher.TriggerEvent(EventDefine.Event_Trigger_Effect_Water, false);
        EventDispatcher.TriggerEvent(EventDefine.Event_Trigger_Effect_Dust, false);
        EventDispatcher.TriggerEvent(EventDefine.Event_Engine_Speed_Up, false);
        //EventDispatcher.TriggerEvent(EventDefine.Event_Gorge_Boss_Animation, false);
    }
Exemple #2
0
 /// <summary>
 /// 出仓库
 /// </summary>
 private void Readypath()
 {
     PathType = E_Path.Ready;
     OverTime = Const.GAME_CONFIT_READY_TIME;
     pathInfo = PathManager.Instance.PathInfo0;
     PilotController.ReadyPath();
     AnimController.ToTakeOff();
 }
Exemple #3
0
 /// <summary>
 /// 主场景启动
 /// </summary>
 public void GameBegine()
 {
     Pause    = false;
     PathType = E_Path.Game;
     CameraObj.SetActive(true);
     PilotController.CanControlled = true;
     PropsManager.Instance.Begine();
     EventDispatcher.TriggerEvent(EventDefine.Event_On_Describe, false);
     EventDispatcher.TriggerEvent(EventDefine.Event_Missile_Fired_Or_Trigger, true);
     IOManager.Instance.SendMessageGameBegine();
 }