コード例 #1
0
    /// <summary>
    /// 创建目标范围型的子弹
    /// </summary>
    /// <param name="bulletID"></param>
    /// <param name="bulletPos"></param>
    public void CreateBullet(int bulletID, Int64 EntityUID, Transform heroTrans, Vector3 targetPos, CampType camp, int affectType, int skillId, long targetID)
    {
        if (bulletID == 0)
        {
            return;
        }
        BulletData bData = SkillDataManager.Instance.GetBulletData(bulletID);

        if (bData.m_mountType == 2 && GameManager.Instance.CurrentGameMode == GameMode.MULTI_PLAYER)            //2的挂载类型表示子弹由服务器控制。2 rcj
        {
            return;
        }
        if (GameManager.Instance.CurrentGameMode == GameMode.MULTI_PLAYER && bData.m_lifeTime != 0 && bData.m_overParam == 2)           //多人模式下,此类型子弹只有后台发送消息时才进行创建
        {
            return;
        }

        if (bData == null)
        {
            ////TraceUtil.Log("找不到子弹配置信息");
            return;
        }
        //前端无论是否生成子弹,子弹序号也需要计算。才会与服务端同步。这个位置不要调整
        BulletManager.Instance.CalendarIndex(EntityUID);
        if (bData.m_bulletResPath == "0")
        {
            ////TraceUtil.Log("未配置子弹实体");
            return;
        }
        GameObject bulletPrefab = MapResManager.Instance.GetMapEffectPrefab(bData.m_bulletResPath);

        GameObject      bullet          = (GameObject)Instantiate(bulletPrefab);
        BulletBehaviour bulletBehaviour = bullet.GetComponent <BulletBehaviour>();

        if (bulletBehaviour == null)
        {
            bulletBehaviour = bullet.AddComponent <BulletBehaviour>();
        }
        bulletBehaviour.InitLocalBullet(bulletID, EntityUID, bData, skillId, targetID);
        float lifeTime = bData.m_lifeTime / 1000f;
        //TraceUtil.Log("lifeTime:" + lifeTime);


        Vector3 distance         = targetPos - heroTrans.position;
        Vector3 heroReferencePos = /*heroTrans.position + */ heroTrans.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x);
        Vector3 bulletPos        = heroReferencePos + distance;

        bullet.transform.position = bulletPos;
        bulletBehaviour.Fired(lifeTime);
        BulletManager.Instance.RegisteBullets(bulletBehaviour);
    }
コード例 #2
0
    /// <summary>
    /// 施放技能调用创建子弹(有选择方向)
    /// </summary>
    /// <param name="bulletID">子弹索引id</param>
    /// <param name="EntityUID">施放者uid</param>
    /// <param name="heroTrans">施放者transform</param>
    /// <param name="targetPos">目标位置</param>
    public void CreateBullet(int bulletID, Int64 EntityUID, Transform heroTrans, Vector3?targetPos, int skillId, long TargetId)
    {
        if (bulletID == 0)
        {
            //TraceUtil.Log("bulletID == 0");
            return;
        }

        BulletData bData = SkillDataManager.Instance.GetBulletData(bulletID);

        if (bData.m_mountType == 2 && GameManager.Instance.CurrentGameMode == GameMode.MULTI_PLAYER)    //2的挂载类型表示子弹由服务器控制。
        {
            return;
        }
        if (GameManager.Instance.CurrentGameMode == GameMode.MULTI_PLAYER && bData.m_lifeTime != 0 && bData.m_overParam == 2)           //多人模式下,此类型子弹只有后台发送消息时才进行创建
        {
            return;
        }

        if (bData == null)
        {
            TraceUtil.Log(SystemModel.Common, TraceLevel.Error, "子弹:" + bulletID.ToString() + " 错误");
            TraceUtil.Log(SystemModel.NotFoundInTheDictionary, TraceLevel.Error, "子弹:" + bulletID.ToString() + " 错误");
            return;
        }
        //前端无论是否生成子弹,子弹序号也需要计算。才会与服务端同步。这个位置不要调整
        BulletManager.Instance.CalendarIndex(EntityUID);
        if (bData.m_bulletResPath == "0")
        {
            //TraceUtil.Log("未配置子弹实体");
            return;
        }
        GameObject bulletPrefab = MapResManager.Instance.GetMapEffectPrefab(bData.m_bulletResPath);

        if (null == bulletPrefab)
        {
            Debug.LogError("Bullet res not found in map res : " + bData.m_bulletId);
        }

        GameObject      bullet          = (GameObject)Instantiate(bulletPrefab);
        BulletBehaviour bulletBehaviour = bullet.GetComponent <BulletBehaviour>();

        if (bulletBehaviour == null)
        {
            bulletBehaviour = bullet.AddComponent <BulletBehaviour>();
        }
        bulletBehaviour.InitLocalBullet(bulletID, EntityUID, bData, skillId, TargetId);
        BulletManager.Instance.RegisteBullets(bulletBehaviour);

        #region 挂载类型子弹
        if (bData.m_mountType == 1)
        {
            bullet.transform.position = heroTrans.transform.position;
            bullet.transform.parent   = heroTrans.transform;

            float lifeTime = bData.m_lifeTime / 1000f;
            bulletBehaviour.Fired(lifeTime, heroTrans);
            return;
        }

        #endregion
        //跟踪子弹类型
        if (bData.m_mountType == 5)
        {
            float  lifeTime = bData.m_lifeTime / 1000f;
            TypeID type;
            var    targetData = EntityController.Instance.GetEntityModel(TargetId, out type);
            if (targetData != null)
            {
                Vector3 createPoint = heroTrans.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x);
                bulletBehaviour.FollowFired(lifeTime, createPoint, targetData.GO.transform, bData.m_startSpeed);
            }
            return;
        }


        //子弹运动轨迹(根据目标位置)
        float   QuaterionY;
        float   rad;
        Vector3 motionVector       = Vector3.zero;
        Vector3 accelerationVector = Vector3.zero;


        if (targetPos == null)
        {
            QuaterionY = heroTrans.eulerAngles.y + bData.m_angle;
            float angel = 90 - QuaterionY;   //加上角度偏移

            rad          = angel * Mathf.Deg2Rad;
            motionVector = new Vector3(Mathf.Cos(rad), 0, Mathf.Sin(rad)) * bData.m_startSpeed;
        }
        else
        {
            float zVector = targetPos.Value.z - heroTrans.position.z;
            float xVector = targetPos.Value.x - heroTrans.position.x;
            rad          = Mathf.Atan2(zVector, xVector);
            motionVector = new Vector3(Mathf.Cos(rad), 0, Mathf.Sin(rad)) * bData.m_startSpeed;
            //子弹自身角度
            QuaterionY = 90 - rad * Mathf.Rad2Deg;
        }
        if (bData.m_acceleration != 0)
        {
            accelerationVector = motionVector * (bData.m_acceleration / bData.m_startSpeed);
        }
        float parseLifeTime = bData.m_lifeTime / 1000f;

        //子弹初始位置
        Vector3 startPos;
        if (targetPos == null)
        {
            startPos = /*heroTrans.position +*/ heroTrans.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x);
        }
        else
        {
            //startPos = targetPos.Value + heroTrans.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x);
            startPos = targetPos.Value + heroTrans.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x) - heroTrans.position;
        }

        //\test
        //this.CreateFan(bData, startPos, QuaterionY);
        //TraceUtil.Log("parseLifeTime:" + parseLifeTime);
        if (bData.m_mountType == 2)
        {
            if (TargetId != -1)
            {
                TypeID type;
                var    targetData = EntityController.Instance.GetEntityModel(TargetId, out type);
                if (targetData != null)
                {
                    Vector3 vecToTarget = targetData.GO.transform.position - startPos;

                    motionVector = 1000.0f * vecToTarget / bData.m_lifeTime;
                }
            }
        }
        else if (bData.m_mountType == 3)//相对目标型
        {
            TypeID type;
            var    targetPlayer = EntityController.Instance.GetEntityModel(TargetId, out type);
            if (targetPlayer != null)
            {
                startPos   = targetPlayer.GO.transform.position + new Vector3(bData.m_initPos.x, 0, -bData.m_initPos.y);
                startPos.y = 0;
            }
        }
        else if (bData.m_mountType == 4)//绝对位置型
        {
            QuaterionY = bData.m_angle + 90;
            float angel = 90 - QuaterionY;   //加上角度偏移

            rad          = angel * Mathf.Deg2Rad;
            motionVector = new Vector3(Mathf.Cos(rad), 0, Mathf.Sin(rad)) * bData.m_startSpeed;
            startPos     = new Vector3(bData.m_initPos.x, 0, -bData.m_initPos.y);
        }


        bulletBehaviour.Fired(startPos, QuaterionY, motionVector, accelerationVector, parseLifeTime);
    }
コード例 #3
0
    /// <summary>
    /// 网络通知调用创建子弹
    /// </summary>
    /// <param name="entityDStruct"></param>
    private void CreateBullet(IEntityDataStruct entityDStruct)
    {
        SMsgPropCreateEntity_SC_Bullet bulletSC = (SMsgPropCreateEntity_SC_Bullet)entityDStruct;
        BulletData bData = SkillDataManager.Instance.GetBulletData(bulletSC.BaseValue.OBJECT_FIELD_ENTRY_ID);

        //TraceUtil.Log("网络通知调用创建子弹");

        if (bData == null)
        {
            TraceUtil.Log("找不到子弹配置信息");
            return;
        }
        var bulletPrefabStr = bData.m_bulletResPath;

        if (bulletPrefabStr == "0")
        {
            //TraceUtil.Log("未配置子弹实体");
            return;
        }
        GameObject bulletPrefab = MapResManager.Instance.GetMapEffectPrefab(bulletPrefabStr);

        Vector3 localPos = Vector3.zero.GetFromServer(bulletSC.PosX, bulletSC.PosY);

        localPos = new Vector3(localPos.x, bulletPrefab.transform.position.y, localPos.z);

        GameObject bulletGO = (GameObject)UnityEngine.Object.Instantiate(bulletPrefab, localPos, bulletPrefab.transform.rotation);

        //bulletGO.transform.localScale = new Vector3(bulletGO.transform.lossyScale.x * bData.m_shapeParam2, bulletGO.transform.lossyScale.y * bData.m_shapeParam3, bulletGO.transform.lossyScale.z);

        BulletBehaviour bulletBehaviour = bulletGO.GetComponent <BulletBehaviour>();

        if (bulletBehaviour == null)
        {
            bulletBehaviour = bulletGO.AddComponent <BulletBehaviour>();
        }
        bulletBehaviour.InitBulletFromServer(bulletSC.BaseValue.OBJECT_FIELD_ENTRY_ID, bulletSC.CasterUID, bData, bulletSC.TargetId);

        //子弹运动轨迹(根据角度)
        Vector3 motionVector       = Vector3.zero;
        Vector3 accelerationVector = Vector3.zero;

        Vector3 motionNormalize = new Vector3(bulletSC.DirX, 0, -1 * bulletSC.DirY);

        motionNormalize.Normalize();
        var   speed         = bData.m_startSpeed;
        float parseLifeTime = bData.m_lifeTime / 1000f;

        if (bData.m_mountType == 2)  //必达型子弹,使用服务器速度
        {
            Vector3 targetPos = Vector3.zero.GetFromServer(bulletSC.TargetX, bulletSC.TargetY);

            speed = Vector3.Distance(localPos, targetPos) / parseLifeTime;// bulletSC.Speed / 10;  //厘米转分米
        }
        motionVector = motionNormalize * speed;
        float rad        = Mathf.Atan2(-1 * bulletSC.DirY, bulletSC.DirX);
        float QuaterionY = 90 - rad * Mathf.Rad2Deg;


        if (bData.m_acceleration != 0)
        {
            accelerationVector = motionVector * (bData.m_acceleration / bData.m_startSpeed);
        }


        Quaternion initQuaternion = bulletBehaviour.transform.rotation;

        bulletBehaviour.transform.rotation = Quaternion.Euler(initQuaternion.eulerAngles.x, QuaterionY, initQuaternion.eulerAngles.z);
        //Vector3 bulletReferencePos = /*bulletBehaviour.transform.position+*/ .transform.TransformPoint(bData.m_initPos.y, 0, bData.m_initPos.x);
        bulletBehaviour.Fired(localPos, QuaterionY, motionVector, accelerationVector, parseLifeTime);

        EntityModel bulletModel = new EntityModel();

        bulletModel.GO               = bulletGO;
        bulletModel.Behaviour        = bulletBehaviour;
        bulletModel.EntityDataStruct = entityDStruct;
        EntityController.Instance.RegisteEntity(bulletSC.GUID, bulletModel);

        #region 打印测试
        //Log.Instance.AddOtherLog(

        #endregion
    }