public override void Skill_3(params object[] param) //远程箭 { int inputAngleX = Convert.ToInt32(param[0]); int inputAngleY = Convert.ToInt32(param[1]); TSVector mTSVector; if (inputAngleX == 0 && inputAngleY == 0) { mTSVector = new TSVector(Angle.x, FP.Zero, Angle.z); } else { mTSVector = new TSVector((FP)inputAngleX / 1000, FP.Zero, (FP)inputAngleY / 1000); } //houyiBullet houyibullethouyiBullet = WillUsedPrefabs[1].GetComponent<houyiBullet>(); //houyibullethouyiBullet.ownerIndex = (int)Id; //houyibullethouyiBullet.AllTSTransform.position = new TSVector(AllTSTransform.position.x, 1, AllTSTransform.position.z); //houyibullethouyiBullet.RotateTSTransform.rotation = TSQuaternion.LookRotation(mTSVector); //houyibullethouyiBullet.Angle = mTSVector; Debug.LogErrorFormat("Skill_3远程箭==========>{0},{1},{2},OwnerID={3}", inputAngleX, inputAngleY, mTSVector, OwnerID); GameObject realObj = TrueSyncManager.SyncedInstantiate(WillUsedPrefabs[1], new TSVector(AllTSTransform.position.x, 1, AllTSTransform.position.z), TSQuaternion.identity); realObj.SetActive(true); houyiBullet houyibullethouyiBullet2 = realObj.GetComponent <houyiBullet>(); houyibullethouyiBullet2.RotateTSTransform.rotation = TSQuaternion.LookRotation(mTSVector); houyibullethouyiBullet2.Angle = mTSVector; }
protected override void InitWillUsedPrefabs() { WillUsedPrefabs = new GameObject[4]; WillUsedPrefabs[0] = _AssetManager.GetGameObject("prefab/effect/bullet/houyi_pengzhuang_prefab"); WillUsedPrefabs[1] = _AssetManager.GetGameObject("prefab/effect/bullet/houyibullet_prefab"); houyiBullet mHouYiBullet = WillUsedPrefabs[1].GetComponent <houyiBullet>(); mHouYiBullet.OwnerCamp = OwnerCamp; mHouYiBullet.OwnerID = OwnerID; WillUsedPrefabs[1].SetActive(false); WillUsedPrefabs[2] = _AssetManager.GetGameObject("prefab/effect/magical/fx/dark_area_prefab"); houyiDarkArea mHouYiDarkArea = WillUsedPrefabs[2].GetComponent <houyiDarkArea>(); mHouYiDarkArea.OwnerCamp = OwnerCamp; mHouYiDarkArea.OwnerID = OwnerID; WillUsedPrefabs[2].SetActive(false); WillUsedPrefabs[3] = _AssetManager.GetGameObject("prefab/effect/bullet/houyibasebullet_prefab"); houyiBaseBullet mHouYiBaseBullet = WillUsedPrefabs[3].GetComponent <houyiBaseBullet>(); mHouYiBaseBullet.OwnerCamp = OwnerCamp; mHouYiBaseBullet.OwnerID = OwnerID; WillUsedPrefabs[3].SetActive(false); }