IEnumerator HeroPathOnObjectMove(GameObject go) { yield return(new WaitForSeconds(1f)); HeroPathtContrler.GetInstantiate().SetAniObject(go); HeroPathtContrler.GetInstantiate().SetHerosParent(go); HeroPathNormalMove(); }
/// <summary> /// 获得怪物向前移动指定距离后的位置; /// </summary> /// <param name="waveIdx">第几波数</param> /// <param name="monsterIdx">怪物索引</param> /// <returns></returns> public Vector3 GetMonsterMovePos(int waveIdx, int monsterIdx) { Vector3 orgiPos = GetMonsterGroupEditorData(waveIdx)[monsterIdx].MyPos; //Vector3 direction = GetHerosCenter() - GetMonstersCenter(); //Vector3 result = orgiPos + HeroPathdata.MoveDistance * direction.normalized; Vector3 result = orgiPos - HeroPathtContrler.GetInstantiate().GetMoveTargetOffset(); return(result); }
/// <summary> /// 停止移动; /// </summary> /// <param name="data"></param> public void HeroOnObject(string data) { GameObject go = GameObject.Find(data); if (go != null) { HeroPathtContrler.GetInstantiate().SetHeroPathIdle(); StartCoroutine("HeroPathOnObjectMove", go as object); } else { Debug.LogError("不存在指定名字的GameObject,name=" + data); } }
private void FightCenterUpdate() { switch (CamAnglesMovetype) { case CamMoveType.MomentMove: CamCenter = HeroPathtContrler.GetInstantiate().GetFightCenter() + CamCenterDeviant; break; case CamMoveType.NormalMove: //CamAnglesMoveLerp = Mathf.PingPong(Time.time, CamAnglesMoveSpeed * 100) / (CamAnglesMoveSpeed * 100); CamCenter = Vector3.Lerp(CamCenter, HeroPathtContrler.GetInstantiate().GetFightCenter() + CamCenterDeviant, CamAnglesMoveSpeed * Time.deltaTime); break; case CamMoveType.NormalMoveTime: CamCenter = Vector3.SmoothDamp(CamCenter, HeroPathtContrler.GetInstantiate().GetFightCenter() + CamCenterDeviant, ref CamAnglesvelocity, CamAnglesMoveTime); break; } }
//===================================================================摄像机场景状态更新============================================================================= private void CamTypeUpdate() { switch (Camtype) { case CamType.Null: NullUpdate(); break; case CamType.Enter: EnterUpdate(); break; case CamType.LineUp: LineUpUpdate(); break; case CamType.Fight: FightUpdate(); break; case CamType.FightFixedAOV: if (HeroPathtContrler.GetInstantiate() != null) { HeroPathtContrler.GetInstantiate().SetFightFollowCamFixEulerAngle(); } FightFixedAOVUpdate(); break; case CamType.DefaultFight: DefaultFightUpdate(); break; case CamType.StaticMove: MoveUpdate(); break; case CamType.Animation: AnimationUpdate(); break; } }
/// <summary> /// 初始化阵型坐标给Hero /// </summary> /// <param name="HeroObj">HeroObj</param> /// <param name="i">索引值</param> /// <returns></returns> public void InitFormationPos(ObjectCreature HeroObj, int i) { HeroPathtContrler.GetInstantiate().InitFormationPos(HeroObj, i); }
/// <summary> /// 获取GameObjAngle /// </summary> /// <param name="i">索引</param> /// <returns></returns> public Quaternion GetFormationCenterAngle(int i) { return(HeroPathtContrler.GetInstantiate().GetFormationCenterAngle(i)); }
/// <summary> /// 获取阵型前后排距离 /// </summary> /// <returns></returns> public float GetFormationSpacing() { return(HeroPathtContrler.GetInstantiate().GetFormationSpacing()); }
public Vector3 GetMonstersCenter() { return(HeroPathtContrler.GetInstantiate().GetMonstersCenter()); }
//############################################英雄阵型调用接口############################################ /// <summary> /// 获取英雄路径信息 /// </summary> /// <returns></returns> public HeroPathDataObj GetHeroPathData() { return(HeroPathtContrler.GetInstantiate().GetHeroPathData()); }
/// <summary> /// 获取英雄对应的阵型前后排信息(临时接口) /// </summary> /// <param name="HeroObj">英雄Obj</param> /// <returns></returns> public string GetFormationTag(ObjectCreature HeroObj) { return(HeroPathtContrler.GetInstantiate().GetFormationTag(HeroObj)); }
private void OnDestroy() { inst = this; }
/// <summary> /// 英雄阵型进入瞬间移动 /// </summary> public void HeroPathMomentMoveEnter(int i) { HeroPathtContrler.GetInstantiate().SetHeroPathMomentMoveEnter(i); }
/// <summary> /// 英雄阵型退出瞬间移动 /// </summary> public void HeroPathMomentMoveExit() { HeroPathtContrler.GetInstantiate().SetHeroPathMomentMoveExit(); }
/// <summary> /// 英雄阵型进入待机 /// </summary> public void HeroPathIdle() { HeroPathtContrler.GetInstantiate().SetHeroPathIdle(); }
/// <summary> /// 英雄阵型进入正常移动 /// </summary> public void HeroPathNormalMove() { HeroPathtContrler.GetInstantiate().SetHeroPathNormalMove(); }
/// <summary> /// 初始化阵型速度 /// </summary> public void HeroPathInitSpeed() { HeroPathtContrler.GetInstantiate().HeroPathInitSpeed(); }
/// <summary> /// 改变英雄阵型移动速度 /// </summary> /// <param name="speed">速度值</param> public void HeroPathSetSpeed(float speed) { HeroPathtContrler.GetInstantiate().SetFormationSpeed(speed); }
/// <summary> /// 英雄阵型关 /// </summary> public void HeroPathPause() { HeroPathtContrler.GetInstantiate().HeroPathPause(); }
/// <summary> /// 获取英雄整形向前移动后的阵型位置; /// </summary> /// <param name="HeroObj"></param> /// <returns></returns> public Vector3 GetFormationMovePos(ObjectCreature HeroObj) { return(HeroPathtContrler.GetInstantiate().GetFormationMovePos(HeroObj)); }
/// <summary> /// 获取默认视角战斗摄像机 /// </summary> /// <returns></returns> public GameObject GetFightDefaultCam() { return(HeroPathtContrler.GetInstantiate().GetFightDefaultCam()); }
public Quaternion GetFormationAngle(ObjectCreature HeroObj) { return(HeroPathtContrler.GetInstantiate().GetFormationAngle(HeroObj)); }
/// <summary> /// 英雄阵型状态进入准备整队状态 /// </summary> public void HeroPathLineUpReady() { HeroPathtContrler.GetInstantiate().SetHeroPathLineUpReady(); }
protected override void InitData() { inst = this; }
/// <summary> /// 改变阵型 /// </summary> /// <param name="type">阵型类型</param> public void HeroPathSetFormation() { HeroPathtContrler.GetInstantiate().SetFormation(); }
public void HeroOffObject() { HeroPathtContrler.GetInstantiate().SetAniObject(null); HeroPathtContrler.GetInstantiate().SetHerosParent(null); }
/// <summary> /// 获取阵型GameObjPos /// </summary> /// <param name="i">索引</param> /// <returns></returns> public Vector3 GetFormationCenterPos(int i) { return(HeroPathtContrler.GetInstantiate().GetFormationCenterPos(i)); }
/// <summary> /// 英雄阵型战斗进入状态结束 /// </summary> public void HeroPathFightEnterEnd() { HeroPathtContrler.GetInstantiate().SetHeroPathFightEnterEnd(); }
/// <summary> /// 获取整队摄像机 /// </summary> /// <returns></returns> public GameObject GetLineUpFollowCam() { return(HeroPathtContrler.GetInstantiate().GetLineUpFollowCam()); }