Esempio n. 1
0
        private CompensationWorld CreateWorld(int cmdSeq, DefaultBulletSegment segment)
        {
            //      DebugUtil.AppendShootText(cmdSeq,"Append Segment,renderTime:{0}",segment);
            var serverTime = segment.ServerTime;
            CompensationWorld world;

            if (!_compensationWorlds.TryGetValue(serverTime, out world))
            {
                world = _compensationWorldCreator.CreateCompensationWorld(serverTime);
                if (world == null)
                {
                    _logger.ErrorFormat("create compensation world at time {0}, FAILED", segment.ServerTime);
                    segment.BulletEntityAgent.IsValid = false;
                }
                else
                {
                    _logger.DebugFormat("create compensation world at time {0}, SUCC", serverTime);
                    _compensationWorlds[serverTime] = world;
                    _compensationWorldList.Add(world);
                }
            }

            if (world == null)
            {
                return(null);
            }

            world.Self = segment.BulletEntityAgent.OwnerEntityKey;
            world.ExcludePlayerList = segment.BulletEntityAgent.ExcludePlayerList;
            return(world);
        }
Esempio n. 2
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        private void InspectOldBulletHit(int cmdSeq, DefaultBulletSegment segment, CompensationWorld world)
        {
            RaycastHit camDirHit;

            if (world.Raycast(segment.RaySegment, out camDirHit, _hitboxLayerMask, cmdSeq))
            {
                DebugUtil.AppendShootText(cmdSeq, "[Inspect]old world.Raycas sucess");
                _bulletHitHandler.OnHit(cmdSeq, segment.BulletEntityAgent, camDirHit, world);
            }
        }
Esempio n. 3
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        public void MoveBullet(IBulletEntityAgent bulletEntityAgent, int renderTime,
                               List <DefaultBulletSegment> allBulletSegments, int cmdSeq)
        {
            if (renderTime < bulletEntityAgent.NextFrameTime)
            {
                return;
            }

            var origin        = bulletEntityAgent.Position;
            var velocity      = bulletEntityAgent.Velocity;
            var gravity       = bulletEntityAgent.Gravity;
            var velocityDecay = bulletEntityAgent.VelocityDecay;
            var distance      = bulletEntityAgent.Distance;

            float interval = (renderTime - bulletEntityAgent.ServerTime) / 1000.0f;

            Vector3 oldOrigin = origin;

            // O(1) = O(0) + V(0) * t;
            origin.x = origin.x + velocity.x * interval;
            origin.y = origin.y + velocity.y * interval;
            origin.z = origin.z + velocity.z * interval;

            if (DebugConfig.DrawBulletLine)
            {
                RuntimeDebugDraw.Draw.DrawLine(oldOrigin, origin, Color.blue, 60f);
                Debug.DrawLine(oldOrigin, origin, Color.red, 60f);
            }
            // V(1) = V(0) + a * t
            Vector3 v = velocity;

            v.y      = v.y - gravity * interval;
            v        = v * Mathf.Pow(velocityDecay, interval);
            velocity = v;

            RaySegment raySegment = new RaySegment();

            raySegment.Ray.origin = oldOrigin;
            var direction = origin - oldOrigin;

            raySegment.Ray.direction = direction;
            raySegment.Length        = direction.magnitude;


            distance += raySegment.Length;
            // string rayInfo = string.Format("direction {0}, length {1},readInterval {2}, move {3} -> {4}, stepinterval {5}",direction,raySegment.Length, interval, oldOrigin, origin, _stepInterval);

            DefaultBulletSegment segment = DefaultBulletSegment.Allocate(renderTime, raySegment, bulletEntityAgent);

            allBulletSegments.Add(segment);

            if (Mathf.Approximately(v.magnitude, 0))
            {
                bulletEntityAgent.IsValid = false;
                _logger.ErrorFormat("bullet velocity is zero, set to invalid");
                DebugUtil.AppendShootText(cmdSeq, "[Bullet Move] bullet {0}invalid", bulletEntityAgent.OwnerEntityKey);
            }

            bulletEntityAgent.Position      = origin;
            bulletEntityAgent.ServerTime    = renderTime;
            bulletEntityAgent.Velocity      = velocity;
            bulletEntityAgent.Distance      = distance;
            bulletEntityAgent.NextFrameTime = renderTime + _stepInterval;

            //   DebugUtil.AppendShootText(cmdSeq,"[Bullet Move]rayInfo :{0} //// bulletInfo :{1} ",rayInfo,bulletEntityAgent.ToMoveString());
        }
Esempio n. 4
0
        //profiler:热点 world.Raycast -- hitboxHandler.EnableHitBox --HitBoxTransformProvider.SetActive()
        private void InspectNewBulletHit(int cmdSeq, DefaultBulletSegment segment, CompensationWorld world)
        {
            RaycastHit camDirHit;

            segment.BulletEntityAgent.IsNew = false;
            RaycastHit gunDirHit;
            var        camRaySegment       = segment.RaySegment;
            bool       checkGunDirObstacle = false;

            while (segment.BulletEntityAgent.IsValid && world.Raycast(camRaySegment, out camDirHit, _hitboxLayerMask, cmdSeq))
            {
                segment.BulletEntityAgent.SetIsNewInspect(true);
                if (!checkGunDirObstacle)
                {
                    checkGunDirObstacle = true;
                    //如果击中物体,从枪口向击中位置做射线检测,如果有物体,则使用枪口方向的结果
                    Vector3 startPosition     = segment.BulletEntityAgent.GunEmitPosition;
                    var     target            = camDirHit.point;
                    var     dir               = target - startPosition;
                    var     blockCheckSegment = new RaySegment
                    {
                        Length = Vector3.Distance(target, startPosition) - GlobalConst.RaycastStepOffset,
                        Ray    = new Ray(startPosition, dir.normalized)
                    };

                    while (segment.BulletEntityAgent.IsValid &&
                           world.Raycast(blockCheckSegment, out gunDirHit, _hitboxLayerMask, cmdSeq))
                    {
                        segment.BulletEntityAgent.SetIsBlockInspect(true);
                        _bulletHitHandler.OnHit(cmdSeq, segment.BulletEntityAgent, gunDirHit, world);
                        blockCheckSegment.Ray.origin =
                            gunDirHit.point + blockCheckSegment.Ray.direction * GlobalConst.RaycastStepOffset;
                    }
                }

                if (segment.BulletEntityAgent.IsValid)
                {
                    _bulletHitHandler.OnHit(cmdSeq, segment.BulletEntityAgent, camDirHit, world);
                    camRaySegment.Ray.origin = camDirHit.point + camRaySegment.Ray.direction * GlobalConst.RaycastStepOffset;
                }
            }

            if (segment.BulletEntityAgent.IsValid)
            {
                if (!checkGunDirObstacle)
                {
                    //如果没有击中物体,从枪口向第一帧末子弹到达的位置做检测,如果有物体,使用枪口方向的结果
                    var startPosition = segment.BulletEntityAgent.GunEmitPosition;
                    var target        = segment.RaySegment.Ray.direction * segment.RaySegment.Length +
                                        segment.RaySegment.Ray.origin;
                    var dir = target - startPosition;
                    var blockCheckSegment = new RaySegment
                    {
                        Length = Vector3.Distance(target, startPosition) - GlobalConst.RaycastStepOffset,
                        Ray    = new Ray(startPosition, dir.normalized)
                    };
                    while (segment.BulletEntityAgent.IsValid &&
                           world.Raycast(blockCheckSegment, out gunDirHit, _hitboxLayerMask, cmdSeq))
                    {
                        segment.BulletEntityAgent.SetIsBlockInspect(true);
                        checkGunDirObstacle = true;
                        _bulletHitHandler.OnHit(cmdSeq, segment.BulletEntityAgent, gunDirHit, world);
                        blockCheckSegment.Ray.origin =
                            gunDirHit.point + blockCheckSegment.Ray.direction * GlobalConst.RaycastStepOffset;
                    }
                }
            }
        }