Esempio n. 1
0
        /// <summary>
        /// 爆炸效果、伤害上传
        /// </summary>
        /// <param name="other"></param>
        /// <param name="boomPos"></param>
        public void OnTriggerEnter(Collider other, Vector3 boomPos)
        {
            // Log.Info("OnTriggerEnter");

            // layer = 9 是自己
            if (other.gameObject != null && other.gameObject.layer == 9)
            {
                return;
            }

            // 创建爆炸效果

            CreateBoomEffect(boomPos);

            Send_C2B_BoomEffect(boomPos);


            if (other.attachedRigidbody != null && other.attachedRigidbody.tag == Tag.Tank)
            {
                // 给坦克造成伤害

                TankComponent tankComponent = Game.Scene.GetComponent <TankComponent>();

                long objInstanceId = other.attachedRigidbody.gameObject.GetInstanceID();

                Tank beAttackTank = tankComponent.Get(objInstanceId);

                // 如果自己阵营,不造成伤害
                //if (beAttackTank.TankCamp == this.Tank.TankCamp)
                //    return;


                // 暂时只计算坦克自己造成的伤害,不计算炮弹造成的伤害
                int damage = this.m_tank.GetComponent <NumericComponent>()[NumericType.Atk];

                // beAttackTank.BeAttacked(this.Tank, damage);

                // 发送炮弹的玩家才向服务器通知
                if (this.m_tank.TankType == TankType.Local)
                {
                    Send_C2B_AttackTank(beAttackTank.Id, damage).NoAwait();
                }
            }

            //this.m_bullet.Dispose();
        }
Esempio n. 2
0
        public void OnTriggerEnter(Collider other)
        {
            // Log.Info("OnTriggerEnter");

            // layer = 9 是自己
            if (other.gameObject != null && other.gameObject.layer == 9)
            {
                return;
            }


            // 创建爆炸效果

            ExplosionEffectFactory.Create(this.m_bullet.Position);


            if (other.attachedRigidbody != null && other.attachedRigidbody.tag == Tag.Tank)
            {
                // 给坦克造成伤害

                TankComponent tankComponent = Game.Scene.GetComponent <TankComponent>();

                long objInstanceId = other.attachedRigidbody.gameObject.GetInstanceID();

                Tank beAttackTank = tankComponent.Get(objInstanceId);

                // 如果自己阵营,不造成伤害
                //if (beAttackTank.TankCamp == this.Tank.TankCamp)
                //    return;

                int damage = this.m_bullet.AttackPower + this.Tank.GetComponent <NumericComponent>()[NumericType.Atk];

                // beAttackTank.BeAttacked(this.Tank, damage);

                // 发送炮弹的玩家才向服务器通知
                if (this.m_bullet.Tank.TankType == TankType.Local)
                {
                    Send_C2B_AttackTank(beAttackTank.Id, damage).NoAwait();
                }
            }

            this.m_bullet.Dispose();
        }