public override void setActive(bool active) { base.setActive(active); // 激活单车物理组件时,需要更新保存的移动方向 if (active) { mData.mSpeedRotation = mCharacter.getRotation(); } }
public override void use(CharacterOther player) { // 在角色当前位置放置一个地雷 Vector3 curRot = player.getRotation(); Vector3 dir = MathUtility.getVectorFromAngle(curRot.y * Mathf.Deg2Rad); Vector3 pos = player.getPosition() - dir * 2.0f; LandmineParam param = new LandmineParam(); param.mPosition = pos; SceneLandMine landmine = mItemManager.createItem <SceneLandMine>(SCENE_ITEM.SI_LAND_MINE, param); if (player.isType(CHARACTER_TYPE.CT_MYSELF)) { GameTools.PLAY_AUDIO_OBJECT(landmine, SOUND_DEFINE.SD_PUT_LANDMINE); } // 使用后立即移除背包中的道具 CommandCharacterRemoveItem cmdRemove = newCmd(out cmdRemove); cmdRemove.mItem = this; pushCommand(cmdRemove, player); }
public override void update(float elapsedTime) { base.update(elapsedTime); int targetIndex = mWayPointManager.getPointIndexFromDistance(mData.mRunDistance + mTargetDistanceOffset, mData.mCurWayPoint); float targetDirection = mWayPointManager.getPointDirection(targetIndex); // 自身的朝向往目标点所在路段的朝向靠拢 float curDirection = mCharacter.getRotation().y; MathUtility.adjustAngle180(ref curDirection); float dirDelta = targetDirection - curDirection; // 如果目标方向与当前方向的差值超过180,则转换到0-360再计算 if (Mathf.Abs(dirDelta) > 180.0f) { MathUtility.adjustAngle360(ref curDirection); MathUtility.adjustAngle360(ref targetDirection); dirDelta = targetDirection - curDirection; } mData.mTurnAngle = MathUtility.lerp(mData.mTurnAngle, dirDelta, 0.1f); float curTargetSpeed = mAIBaseSpeed + mData.mNumber; CharacterSpeedHardware speedHardware = mCharacter.getFirstComponent <CharacterSpeedHardware>(); if (!MathUtility.isFloatEqual(speedHardware.getTargetSpeed(), curTargetSpeed) && mCharacter.getProcessExternalSpeed()) { CommandCharacterHardwareSpeed cmd = newCmd(out cmd); cmd.mSpeed = curTargetSpeed; cmd.mExternalSpeed = true; pushCommand(cmd, mCharacter); } // 如果AI背包中有导弹,则一直搜寻可以瞄准的目标 int missileIndex = mCharacter.getPlayerPack().getFirstItemIndex(PLAYER_ITEM.PI_MISSILE); if (missileIndex != -1 && !mCharacter.hasState(PLAYER_STATE.PS_AIM)) { bool hasAvailableTarget = false; SortedDictionary <int, CharacterOther> allCharacterList = mRoleSystem.getAllPlayer(); float playerDistance = mCharacter.getCharacterData().mRunDistance; foreach (var item in allCharacterList) { if (item.Value != mCharacter) { float curDistance = item.Value.getCharacterData().mRunDistance - playerDistance; if (MathUtility.isInRange(curDistance, 0.0f, GameDefine.MAX_LAUNCH_MISSILE_DISTANCE)) { if (UnityUtility.whetherGameObjectInScreen(item.Value.getWorldPosition())) { hasAvailableTarget = true; break; } } } } if (hasAvailableTarget) { // 需要选中导弹 CommandCharacterSelectItem cmdSelect = newCmd(out cmdSelect); cmdSelect.mIndex = missileIndex; pushCommand(cmdSelect, mCharacter); // 给角色添加瞄准状态 CommandCharacterAddState cmdCharacterAddState = newCmd(out cmdCharacterAddState); cmdCharacterAddState.mState = PLAYER_STATE.PS_AIM; pushCommand(cmdCharacterAddState, mCharacter); } } }