/// <summary> ///A test for CreateProjectileObject ///</summary> //[TestMethod] public void CreateProjectileObjectTest() { Model model = Program.GameObject.Content.Load <Model>( VTankGlobal.PROJECTILE_DIR + "missile"); MissileObject missle = new MissileObject(model, "missile", new Vector3(20, 20, 0), 0, 200, 1000, "test"); //ProjectileManager manager = new ProjectileManager(); }
/// <summary> ///A test for CreateProjectileObject ///</summary> //[TestMethod] public void CreateProjectileObjectTest() { Model model = Program.GameObject.Content.Load<Model>( VTankGlobal.PROJECTILE_DIR + "missile"); MissileObject missle = new MissileObject(model, "missile", new Vector3(20, 20, 0), 0, 200, 1000, "test"); //ProjectileManager manager = new ProjectileManager(); }
void Start() { name = "MissileObject"; if (obj == null) { obj = new MissileObject(); } obj.visualObject = this; //gameNetwork.location.AddObject(obj); }
public override void init(ItemParamBase param) { base.init(param); MissileParam missileParam = param as MissileParam; // 创建导弹模型并添加导弹脚本 createObject(GameDefine.R_SCENE_ITEM_PREFAB_PATH + GameDefine.MISSILE, missileParam.mPosition); UnityUtility.getGameObject(mObject, mExplodeParticleName, true).SetActive(false); UnityUtility.getGameObject(mObject, mExplodeParticleName1, true).SetActive(false); UnityUtility.getGameObject(mObject, mMissileModelName, true).SetActive(true); mMissileComponent = mObject.GetComponent <MissileObject>(); if (mMissileComponent == null) { mMissileComponent = mObject.AddComponent <MissileObject>(); } mMissileComponent.setItem(this); ObjectTools.TRACK_TARGET(this, GameDefine.MISSILE_SPEED, missileParam.mTarget, Vector3.up); mTarget = missileParam.mTarget; }