コード例 #1
0
    private void SelectDamageObj(EntityBase attacker, SkillDataCfg skillCfg, int skillIdx)
    {
        SkillActionCfg actionCfg = resSvc.GetSkillActionCfg(skillCfg.skillActionList[skillIdx]);
        int            damageVal = skillCfg.skillDamageList[skillIdx];

        if (attacker._entityType == Constants.EntityType.Monster)
        {
            EntityPlayer entityPlayer = attacker._battleMgr.GetEntityPlayer;
            if (entityPlayer == null)
            {
                return;
            }

            if (InRange(attacker.GetEntityPosition(), entityPlayer.GetEntityPosition(), actionCfg.radius) &&
                InAngle(attacker.GetEntityTransform(), entityPlayer.GetEntityPosition(), actionCfg.angle))
            {
                CalcDamage(attacker, entityPlayer, skillCfg, damageVal);
            }
        }
        else if (attacker._entityType == Constants.EntityType.Player)
        {
            //获取场景中所有的怪物
            List <EntityMonster> listMonster = attacker._battleMgr.GetAllEntityMonsters();
            for (int i = 0; i < listMonster.Count; i++)
            {
                EntityMonster monster = listMonster[i];
                //在攻击范围内
                if (InRange(attacker.GetEntityPosition(), monster.GetEntityPosition(), actionCfg.radius) &&
                    InAngle(attacker.GetEntityTransform(), monster.GetEntityPosition(), actionCfg.angle))
                {
                    CalcDamage(attacker, monster, skillCfg, damageVal);
                }
            }
        }
    }
コード例 #2
0
ファイル: EntityMonster.cs プロジェクト: wangzhenGitHup/U3D
    public override Vector2 CalcTargetDirection()
    {
        EntityPlayer player = _battleMgr.GetEntityPlayer;

        if (player == null || player._currentPlayerAniState == PlayerAniState.Die)
        {
            bRunAI = false;
            return(Vector2.zero);
        }

        Vector3 targetDir = player.GetEntityPosition();
        Vector3 vecSelf   = GetEntityPosition();

        return(new Vector2(targetDir.x - vecSelf.x, targetDir.z - vecSelf.z).normalized);
    }
コード例 #3
0
ファイル: EntityMonster.cs プロジェクト: wangzhenGitHup/U3D
    private bool InAttackRange()
    {
        EntityPlayer player = _battleMgr.GetEntityPlayer;

        if (player == null || player._currentPlayerAniState == PlayerAniState.Die)
        {
            bRunAI = false;
            return(false);
        }

        Vector3 targetDir = player.GetEntityPosition();
        Vector3 vecSelf   = GetEntityPosition();

        //排除y方向
        targetDir.y = 0;
        vecSelf.y   = 0;

        float distance = Vector3.Distance(targetDir, vecSelf);

        return(distance <= monsterData.cfg.atkDistance);
    }