public override void execute() { Character character = mReceiver as Character; MathUtility.clamp(ref mAngle, 0.0f, 45.0f); CommandCharacterChangeSpeed cmdSpeed = newCmd(out cmdSpeed, false); cmdSpeed.mSpeed = Mathf.Sin(Mathf.Abs(mAngle * Mathf.Deg2Rad)) * character.getCharacterData().mSpeed; pushCommand(cmdSpeed, character); // 同时需要降低硬件速度组件中从当前速度加速到目标速度的快慢 CharacterSpeedHardware speedHardware = character.getFirstComponent <CharacterSpeedHardware>(); speedHardware.setAcceleration(0.0f); if (character.isType(CHARACTER_TYPE.CT_MYSELF)) { GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_HIT_WALL); } }
public override void execute() { Character character = mReceiver as Character; if (!character.isType(CHARACTER_TYPE.CT_OTHER)) { return; } CharacterOther other = character as CharacterOther; // 玩家有护盾时,攻击没有任何影响 if (other.hasState(PLAYER_STATE.PS_PROTECTED)) { return; } if (mAttackSource == SCENE_ITEM.SI_LAND_MINE || mAttackSource == SCENE_ITEM.SI_MISSILE) { // 进入被攻击状态 CommandCharacterAddState cmdState = newCmd(out cmdState); cmdState.mState = PLAYER_STATE.PS_ATTACKED; pushCommand(cmdState, other); // 设置角色的速度,当角色速度小于3km/h时,则不变,否则速度设置为3km/h CommandCharacterChangeSpeed cmd = newCmd(out cmd, false); cmd.mSpeed = Mathf.Min(MathUtility.KMHtoMS(3.0f), other.getCharacterData().mSpeed); pushCommand(cmd, other); // 播放摔倒动作 Animation animation = other.getAnimation(); animation.CrossFade(GameDefine.ANIM_FALL_DOWN); // 当速度为0时,摔到后为站立状态,否则开始骑行 if (other.getCharacterData().mSpeed <= 0.01f) { animation.CrossFadeQueued(GameDefine.ANIM_STANDING); } else { animation.CrossFadeQueued(GameDefine.ANIM_RIDE); } // 同时需要降低硬件速度组件中从当前速度加速到目标速度的快慢 CharacterSpeedHardware speedHardware = other.getFirstComponent <CharacterSpeedHardware>(); speedHardware.setAcceleration(0.0f); } }
public override void enter(StateParam param) { mTurbo = mObjectManager.createObject(mPlayer.getObject(), GameDefine.R_PARTICLE_PREFAB_PATH + GameDefine.TURBO); mTurbo.name = "Turbo"; mTurbo.transform.localPosition = new Vector3(0.5f, -3.0f, 2.0f); float speed = mPlayer.getCharacterData().mSpeed; CommandCharacterHardwareSpeed cmd = newCmd(out cmd); cmd.mSpeed = speed + GameUtility.getSprintIncreaseSpeed(speed); cmd.mExternalSpeed = false; pushCommand(cmd, mPlayer); // 提升加速度,加速度会自动恢复到正常值 CharacterSpeedHardware component = mPlayer.getFirstComponent <CharacterSpeedHardware>(); component.setAcceleration(50.0f); if (mPlayer.isType(CHARACTER_TYPE.CT_MYSELF)) { GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_SPRINT); } }