/// <summary>
 /// 显示path
 /// </summary>
 private void UpdateReference()
 {
     if (m_Power > 0.01f)
     {
         m_TrajectoryDir           = m_TrajectoryDir.normalized;
         m_VerticalInitialVelocity = m_Power * Time.fixedDeltaTime * m_Rigi.mass;
         m_Hypotenuse = Mathf.Sqrt(m_TrajectoryDir.x * m_TrajectoryDir.x + m_TrajectoryDir.y * m_TrajectoryDir.y);
         //水平初速度
         m_VerticalVelocity = m_TrajectoryDir.x / m_Hypotenuse * m_VerticalInitialVelocity;
         //处置初速度
         m_VerticalEndVelocity = m_TrajectoryDir.y / m_Hypotenuse * m_VerticalInitialVelocity;
         float time = 0;
         for (int i = 0; i < MissilePath.ReferencePointCount; i++)
         {
             time += m_ReferenceTime;
             Vector2    pos = CalPos(time);
             GameObject go  = MissilePath.GetReference(i);
             go.SetActive(true);
             go.transform.position   = new Vector3(pos.x, pos.y, 0) + transform.position;
             go.transform.localScale = Vector3.one * ((1 - m_ReferencePointMinSize) * (1 - i / ((float)MissilePath.ReferencePointCount - 1)) + m_ReferencePointMinSize);
         }
     }
     else
     {
         MissilePath.ShowOrHideReference(false);
     }
 }
 protected override void ReadyEnter()
 {
     base.ReadyEnter();
     m_Power  = 0;
     m_PrePos = Vector2.zero;
     transform.localPosition = Vector3.zero;
     transform.SetParent(null);
     MissilePath.ShowOrHidePath(false);
 }
 private void UpdatePath()
 {
     if (m_Status == Status.Shoot)
     {
         m_PathTimer += Time.deltaTime;
         if (m_PathTimer > m_PathTime)
         {
             m_PathTimer = 0;
             GameObject go = null;
             go = MissilePath.GetOrCreatePath();
             go.transform.position = transform.position;
         }
     }
 }
 protected override void ShootEnter()
 {
     base.ShootEnter();
     m_TrailRenderer.enabled = true;
     MissilePath.ShowOrHideReference(false);
     MissilePath.ShowOrHidePath(false);
     m_TrajectoryTimer  = 0;
     m_PathTimer        = 0;
     m_Rigi.constraints = RigidbodyConstraints2D.FreezeRotation;
     m_Rigi.velocity    = new Vector2(m_VerticalVelocity, m_VerticalEndVelocity);
     IsTrajectory       = true;
     if (OnShoot != null)
     {
         OnShoot();
     }
 }
Exemple #5
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 // Use this for initialization
 void Start()
 {
     MissilePath.Init();
     m_GameStae = GameStae.Play;
     m_View     = UISceneCtrl.Instance.Load(UISceneType.Game).GetComponent <UIGameSceneView>();
     ChangeSceneCtrl.Instance.Show(ChangeSceneType.Open);
     UIRockerView.Instance.AddEventOnRocker("rocker", OnRockerEvent);
     CreateKnife();
     RefreshEmitter(m_CurEmitter);
     m_CurEmitter.Fixed(m_CurKnife);
     StarCount = -1;
     m_View.SetUI(m_KnifeCount, Global.CurLevel);
     m_Star.CollectEvent += OnStarHit;
     for (int i = 0; i < m_MonsterList.Count; i++)
     {
         m_MonsterList[i].DeadEvent += OnMonsterDead;
     }
 }