public void CollectTargetSectors(CollectTargetSectorsEvent evt, HammerNode weaponNode) { HammerPelletConeComponent hammerPelletCone = weaponNode.hammerPelletCone; evt.HAllowableAngleAcatter = hammerPelletCone.HorizontalConeHalfAngle; evt.VAllowableAngleAcatter = hammerPelletCone.VerticalConeHalfAngle; }
public void CollectTargetSectors(CollectTargetSectorsEvent e, WeaponNode weaponNode, [JoinByBattle] ICollection <TargetTankNode> targetTankNodes, WeaponNode weaponNode1, [JoinByTank] OwnerTankNode ownerTankNode, [JoinByTeam] Optional <TeamNode> team) { MuzzleLogicAccessor accessor = new MuzzleLogicAccessor(weaponNode.muzzlePoint, weaponNode.weaponInstance); bool flag = team.IsPresent(); long num = !flag ? 0L : team.Get().teamGroup.Key; LookAt lookAt = new LookAt { Position = accessor.GetBarrelOriginWorld(), Forward = accessor.GetFireDirectionWorld(), Left = accessor.GetLeftDirectionWorld(), Up = accessor.GetUpDirectionWorld() }; IEnumerator <TargetTankNode> enumerator = targetTankNodes.GetEnumerator(); while (enumerator.MoveNext()) { TargetTankNode current = enumerator.Current; if (!ownerTankNode.Entity.Equals(current.Entity) && (!flag || (num != current.Entity.GetComponent <TeamGroupComponent>().Key))) { BoxCollider tankToTankCollider = (BoxCollider)current.tankColliders.TankToTankCollider; LookTo lookTo = new LookTo { Position = tankToTankCollider.bounds.center, Radius = this.CalculateTankMinimalRadius(lookAt.Forward, tankToTankCollider) }; this.AddTargetSector(lookAt, lookTo, e.TargetingCone, e.TargetSectors, e.VAllowableAngleAcatter, e.HAllowableAngleAcatter); } } }
public void PrepareTargeting(TargetingEvent evt, WeaponNode weapon, [JoinByTank] TankNode tank) { TargetingData targetingData = evt.TargetingData; VerticalSectorsTargetingComponent verticalSectorsTargeting = weapon.verticalSectorsTargeting; MuzzleLogicAccessor accessor = new MuzzleLogicAccessor(weapon.muzzlePoint, weapon.weaponInstance); targetingData.Origin = accessor.GetBarrelOriginWorld(); targetingData.Dir = accessor.GetFireDirectionWorld(); targetingData.FullDistance = verticalSectorsTargeting.WorkDistance; targetingData.MaxAngle = (verticalSectorsTargeting.VAngleUp <= verticalSectorsTargeting.VAngleDown) ? verticalSectorsTargeting.VAngleDown : verticalSectorsTargeting.VAngleUp; LinkedList <TargetSector> instance = BattleCache.targetSectors.GetInstance(); instance.Clear(); CollectTargetSectorsEvent eventInstance = BattleCache.collectTargetSectorsEvent.GetInstance().Init(); eventInstance.TargetSectors = instance; TargetingCone cone = new TargetingCone { VAngleUp = verticalSectorsTargeting.VAngleUp, VAngleDown = verticalSectorsTargeting.VAngleDown, HAngle = verticalSectorsTargeting.HAngle, Distance = verticalSectorsTargeting.WorkDistance }; eventInstance.TargetingCone = cone; base.ScheduleEvent(eventInstance, weapon); CollectSectorDirectionsEvent event3 = BattleCache.collectSectorDirectionsEvent.GetInstance().Init(); event3.TargetSectors = instance; event3.TargetingData = targetingData; base.ScheduleEvent(event3, weapon); base.ScheduleEvent(BattleCache.collectTargetsEvent.GetInstance().Init(targetingData), weapon); base.ScheduleEvent(BattleCache.targetEvaluateEvent.GetInstance().Init(targetingData), weapon); }