コード例 #1
0
 public void Leave(Action _action, Track _track)
 {
     if (this.moveActor)
     {
         this.moveActor.get_handle().ObjLinker.RmvCustomMoveLerp(new CustomMoveLerpFunc(this.ActionMoveLerp));
         this.moveActor.get_handle().myTransform.position = (Vector3)this.moveActor.get_handle().location;
         if (this.moveActor.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet)
         {
             BulletWrapper bulletWrapper = this.moveActor.get_handle().ActorControl as BulletWrapper;
             if (bulletWrapper != null && bulletWrapper.GetMoveCollisiong())
             {
                 bulletWrapper.SetMoveDelta(0);
             }
         }
     }
     this.skillContext = null;
     this.tarActor.Release();
     this.moveActor.Release();
     this.gravityControler = null;
 }
コード例 #2
0
        public void ProcessInner(Action _action, Track _track, int delta)
        {
            VInt3 location = this.moveActor.get_handle().location;

            if (this.MoveType == ActorMoveType.Target && this.tarActor)
            {
                this.destPosition = this.tarActor.get_handle().location;
                if (this.tarActor && this.tarActor.get_handle().CharInfo != null)
                {
                    CActorInfo charInfo = this.tarActor.get_handle().CharInfo;
                    this.hitHeight = charInfo.iBulletHeight;
                    VInt3 vInt = this.moveActor.get_handle().location - this.destPosition;
                    vInt.y             = 0;
                    vInt               = vInt.NormalizeTo(1000);
                    this.destPosition += IntMath.Divide(vInt, (long)charInfo.iCollisionSize.x, 1000L);
                }
                this.destPosition.y = this.destPosition.y + this.hitHeight;
            }
            this.moveDirection = this.destPosition - location;
            this.lerpDirection = this.moveDirection;
            if (this.bMoveRotate)
            {
                this.RotateMoveBullet(this.moveDirection);
            }
            int num;

            if (!this.shouldUseAcceleration)
            {
                num = this.velocity * delta / 1000;
            }
            else
            {
                long num2 = (long)this.lastVelocity * (long)delta + (long)this.acceleration * (long)delta * (long)delta / 2L / 1000L;
                num2 /= 1000L;
                num   = (int)num2;
                this.lastVelocity += this.acceleration * delta / 1000;
            }
            if ((long)num * (long)num >= this.moveDirection.get_sqrMagnitudeLong2D() && this.bReachDestStop)
            {
                int magnitude2D = (this.destPosition - this.moveActor.get_handle().location).get_magnitude2D();
                this.moveActor.get_handle().location = this.destPosition;
                this.stopCondtion = true;
                if (this.moveActor.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet)
                {
                    BulletWrapper bulletWrapper = this.moveActor.get_handle().ActorControl as BulletWrapper;
                    if (bulletWrapper != null && bulletWrapper.GetMoveCollisiong())
                    {
                        bulletWrapper.SetMoveDelta(magnitude2D);
                    }
                }
            }
            else
            {
                VInt3 location2;
                if (this.gravity < 0)
                {
                    this.moveDirection.y = 0;
                    location2            = location + this.moveDirection.NormalizeTo(num);
                    location2.y         += this.gravityControler.GetMotionDeltaDistance(delta);
                    VInt vInt2;
                    if (PathfindingUtility.GetGroundY(this.destPosition, out vInt2) && location2.y < vInt2.i)
                    {
                        location2.y = vInt2.i;
                    }
                }
                else
                {
                    location2 = location + this.moveDirection.NormalizeTo(num);
                }
                if (this.moveActor.get_handle().TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet)
                {
                    BulletWrapper bulletWrapper2 = this.moveActor.get_handle().ActorControl as BulletWrapper;
                    if (bulletWrapper2 != null && bulletWrapper2.GetMoveCollisiong())
                    {
                        bulletWrapper2.SetMoveDelta(num);
                    }
                }
                this.moveActor.get_handle().location = location2;
            }
            SkillUseContext refParamObject = _action.refParams.GetRefParamObject <SkillUseContext>("SkillContext");

            if (refParamObject != null)
            {
                refParamObject.EffectPos = this.moveActor.get_handle().location;
                refParamObject.EffectDir = this.moveDirection;
            }
        }
コード例 #3
0
        public void ProcessInner(Action _action, Track _track, int delta)
        {
            if (this.MoveType == ActorMoveType.RotateBody)
            {
                int   num  = this.rotateBodyDegreeSpeed * delta / 1000;
                VInt3 vInt = this.moveActor.handle.forward.RotateY(-num);
                this.moveActor.handle.forward     = vInt;
                this.moveActor.handle.rotation    = Quaternion.LookRotation((Vector3)vInt);
                this.rotateBodyCurDirDegreeAngle += num;
                this.rotateBodyCurDirDegreeAngle %= 360;
                long    nom = (long)((float)this.rotateBodyCurDirDegreeAngle * 0.0174532924f * 1000f);
                VFactor f;
                VFactor f2;
                IntMath.sincos(out f, out f2, nom, 1000L);
                this.destPosition.x            = this.originateActor.handle.location.x + this.rotateBodyRadius * f2;
                this.destPosition.y            = this.rotateBodyHeight;
                this.destPosition.z            = this.originateActor.handle.location.z + this.rotateBodyRadius * f;
                this.moveDirection             = this.destPosition - this.moveActor.handle.location;
                this.lerpDirection             = this.moveDirection;
                this.moveActor.handle.location = this.destPosition;
            }
            else
            {
                VInt3 location = this.moveActor.handle.location;
                if (this.MoveType == ActorMoveType.Target && this.tarActor)
                {
                    this.destPosition = this.tarActor.handle.location;
                    if (this.tarActor && this.tarActor.handle.CharInfo != null)
                    {
                        CActorInfo charInfo = this.tarActor.handle.CharInfo;
                        this.hitHeight = charInfo.iBulletHeight;
                        VInt3 a = this.moveActor.handle.location - this.destPosition;
                        a.y = 0;
                        a   = a.NormalizeTo(1000);
                        this.destPosition += IntMath.Divide(a, (long)charInfo.iCollisionSize.x, 1000L);
                    }
                    this.destPosition.y = this.destPosition.y + this.hitHeight;
                }
                if (this.bMoveOnXAxis)
                {
                    this.moveDirection = this.destPosition - this.zCurPosition;
                }
                else
                {
                    this.moveDirection = this.destPosition - location;
                }
                this.lerpDirection = this.moveDirection;
                if (this.bMoveRotate && !this.bMoveOnXAxis)
                {
                    this.RotateMoveBullet(this.moveDirection);
                }
                int num2;
                if (!this.shouldUseAcceleration)
                {
                    num2 = this.velocity * delta / 1000;
                }
                else
                {
                    long num3 = (long)this.lastVelocity * (long)delta + (long)this.acceleration * (long)delta * (long)delta / 2L / 1000L;
                    num3 /= 1000L;
                    num2  = (int)num3;
                    this.lastVelocity += this.acceleration * delta / 1000;
                }
                if ((long)num2 * (long)num2 >= this.moveDirection.sqrMagnitudeLong2D && this.bReachDestStop)
                {
                    int magnitude2D = (this.destPosition - this.moveActor.handle.location).magnitude2D;
                    if (this.bMoveOnXAxis)
                    {
                        this.destPosition += this.xDestPosition;
                    }
                    this.moveActor.handle.location = this.destPosition;
                    this.stopCondtion = true;
                    if (this.moveActor.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet)
                    {
                        BulletWrapper bulletWrapper = this.moveActor.handle.ActorControl as BulletWrapper;
                        if (bulletWrapper != null && bulletWrapper.GetMoveCollisiong())
                        {
                            bulletWrapper.SetMoveDelta(magnitude2D);
                        }
                    }
                }
                else
                {
                    VInt3 vInt2;
                    if (this.gravity < 0)
                    {
                        this.moveDirection.y = 0;
                        vInt2    = location + this.moveDirection.NormalizeTo(num2);
                        vInt2.y += this.gravityControler.GetMotionDeltaDistance(delta);
                        VInt vInt3;
                        if (PathfindingUtility.GetGroundY(this.destPosition, out vInt3) && vInt2.y < vInt3.i)
                        {
                            vInt2.y = vInt3.i;
                        }
                    }
                    else
                    {
                        vInt2 = location + this.moveDirection.NormalizeTo(num2);
                    }
                    if (this.bMoveOnXAxis)
                    {
                        this.zCurPosition += this.moveDirection.NormalizeTo(num2);
                        int   motionDeltaDistance = this.xControler.GetMotionDeltaDistance(delta);
                        VInt3 vInt4 = this.xDirection;
                        vInt4.NormalizeTo(Math.Abs(motionDeltaDistance));
                        if (motionDeltaDistance < 0)
                        {
                            vInt4 = -vInt4;
                        }
                        vInt2 += vInt4;
                        if (this.bMoveRotate)
                        {
                            VInt3 dir = vInt2 - location;
                            this.RotateMoveBullet(dir);
                        }
                    }
                    if (this.moveActor.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Bullet)
                    {
                        BulletWrapper bulletWrapper2 = this.moveActor.handle.ActorControl as BulletWrapper;
                        if (bulletWrapper2 != null && bulletWrapper2.GetMoveCollisiong())
                        {
                            bulletWrapper2.SetMoveDelta(num2);
                        }
                    }
                    this.moveActor.handle.location = vInt2;
                }
            }
            SkillUseContext refParamObject = _action.refParams.GetRefParamObject <SkillUseContext>("SkillContext");

            if (refParamObject != null)
            {
                refParamObject.EffectPos = this.moveActor.handle.location;
                refParamObject.EffectDir = this.moveDirection;
            }
        }