public override void Init() { base.Init(); m_CrossSightInfo = new CrossSightInfo(); m_CrossSightInfo.m_MaxRayDistance = m_SkillMaxDistance; m_CrossSightInfo.m_CrossSightShape = CrossSightShape.CrossLine; m_CrossSightLoic = new CCrossSightLoic(); m_CrossSightLoic = new CrossSightLoic_Improve_line(m_CrossSightLoic); m_CrossSightLoic.SetCrossSightInfo(m_CrossSightInfo); }
public override void Init() { base.Init(); m_WeaponFireData = m_CfgEternityProxy.GetWeaponDataOfMining(m_WeaponTable.TypeDateSheetld); m_CrossSightInfo = new CrossSightInfo(); m_CrossSightInfo.m_MaxRayDistance = m_SkillMaxDistance; m_CrossSightInfo.m_CrossSightShape = CrossSightShape.CrossLine; m_CrossSightInfo.m_LineInfo.detectionMode = DetectionMode.All; m_CrossSightLoic = new CCrossSightLoic(); m_CrossSightLoic = new CrossSightLoic_Improve_line(m_CrossSightLoic); m_CrossSightLoic.SetCrossSightInfo(m_CrossSightInfo); m_FireInterval = WeaponAndCrossSightFactory.CalculateFireInterval(m_MainPlayer, m_WeaponTable.TypeDateSheetld, m_UId, WeaponAndCrossSight.WeaponAndCrossSightTypes.Mining); }
/// <summary> /// 初始化 /// </summary> /// <param name="coverAngle">锥体检测范围角度</param> /// <param name="rayCount">检测目标所用的射线数量</param> /// <param name="skillMaxDistance">技能的最大检测距离</param> public void Init(bool isSon, float maxSpreadAngle, float coverAngle, float rayCount, float skillMaxDistance, int SonCount) { IsSon = isSon; m_MaxSpreadAngle = maxSpreadAngle; m_CoverAngle = coverAngle; m_RayCount = rayCount; m_SonCount = SonCount; m_CCrossSightLoicList.Clear(); for (int i = 0; i < m_RayCount; i++) { CrossSightInfo crossSightInfo = new CrossSightInfo(); crossSightInfo.m_MaxRayDistance = skillMaxDistance; crossSightInfo.m_CrossSightShape = CrossSightShape.CrossLine; crossSightInfo.m_LineInfo.detectionMode = DetectionMode.All; CCrossSightLoic crossSightLoic = new CCrossSightLoic(); crossSightLoic = new CrossSightLoic_Improve_line(crossSightLoic); crossSightLoic.SetCrossSightInfo(crossSightInfo); m_CCrossSightLoicList.Add(crossSightLoic); } }