コード例 #1
0
        public override void InitPos(ref Vector2d startPos, ref Vector2d startDir)
        {
            // 修正起始位置XZ
            Vector3  deltaPos = m_triggerData.vBulletDeltaPos;
            Vector2d vL       = FPCollide.Rotate(startDir.normalized, 90) * new FixedPoint(deltaPos.x); // 左右偏移
            Vector2d vF       = startDir.normalized * new FixedPoint(deltaPos.z);                       // 前后偏移

            startPos = m_caster.GetPos() + vL + vF;
        }
コード例 #2
0
        public override void InitPos(ref Vector2d startPos, ref Vector2d startDir)
        {
            // 如果技能位置是0,则起点为施法者位置
            if (m_skillPos == Vector2d.zero)
            {
                m_skillPos = startPos;
            }

            // 有距离时,表示为终点位置的偏移
            Vector2d dir = FPCollide.Rotate(startDir, m_triggerData.dirDelta);

            startDir = dir;
            startPos = m_skillPos + dir.normalized * m_triggerData.disDelta;
        }
コード例 #3
0
ファイル: CBuffTrigger_Curve.cs プロジェクト: mengtest/fs
        public override void InitPos(ref Vector2d startPos, ref Vector2d startDir)
        {
            // 修正起始位置startPos
            startPos = startPos + startDir.normalized * new FixedPoint(m_triggerData.vBulletDeltaPos.z);

            // 修正结束位置
            Vector2d dir = FPCollide.Rotate(startDir, m_triggerData.dirDelta);

            m_skillPos = m_skillPos + dir.normalized * m_triggerData.disDelta;

            // 一定时间后设置逻辑位置
            CFrameTimeMgr.Inst.RegisterEvent(m_triggerData.ContinuanceTime - 100, () =>
            {
                SetPos(m_skillPos, true);
            });
        }
コード例 #4
0
        public          Vector2d[] GetVert2d()
        {
            // 先求矩形坐标系中四个点位置
            Vector2d v1 = new Vector2d(-e.x, e.y);
            Vector2d v2 = new Vector2d(e.x, e.y);
            Vector2d v3 = new Vector2d(e.x, -e.y);
            Vector2d v4 = new Vector2d(-e.x, -e.y);

            v1 = center + FPCollide.Rotate(v1, ang);
            v2 = center + FPCollide.Rotate(v2, ang);
            v3 = center + FPCollide.Rotate(v3, ang);
            v4 = center + FPCollide.Rotate(v4, ang);

            Vector2d[] list = new Vector2d[4];
            list[0] = v1;
            list[1] = v2;
            list[2] = v3;
            list[3] = v4;
            return(list);
        }
コード例 #5
0
        public override void InitPos(ref Vector2d startPos, ref Vector2d startDir)
        {
            // 修正起始位置XZ
            Vector3 deltaPos  = m_triggerData.vBulletDeltaPos;
            float   randomDir = m_triggerData.iCurveHeight;

            Vector2d vL = FPCollide.Rotate(startDir.normalized, 90) * new FixedPoint(deltaPos.x); // 左右偏移
            Vector2d vF = startDir.normalized * new FixedPoint(deltaPos.z);                       // 前后偏移

            startPos = m_caster.GetPos() + vL + vF;
            // 随机方向
            //if (randomDir != 0)
            //{
            //    int dirDelta = (int)randomDir;
            //    float random = GameManager.Inst.GetRand(-dirDelta, dirDelta + 1, 0);
            //    startDir = FPCollide.Rotate(startDir.normalized, (int)random);
            //}

            // 修正起始方向
            if (m_triggerData.dirDelta != 0)
            {
                startDir = FPCollide.Rotate(startDir, m_triggerData.dirDelta);
            }
        }