예제 #1
0
    // 抛出飞碟
    public void ThrowDisk()
    {
        float position_x = 16;

        if (diskQueue.Count != 0)
        {
            diskNumber--;
            GameObject disk = diskQueue.Dequeue(); // 取出飞碟
            diskNotshot.Add(disk);
            disk.SetActive(true);

            // 设置飞碟的随机位置
            float ran_y = Random.Range(1f, 4f);
            float ran_x = Random.Range(-1f, 1f) < 0 ? -1 : 1;
            disk.GetComponent <DiskData>().direction = new Vector3(ran_x, ran_y, 0);
            Vector3 position = new Vector3(-disk.GetComponent <DiskData>().direction.x *position_x, ran_y, 0);
            disk.transform.position = position;

            // 设置飞碟初始所受的力和角度
            float power = Random.Range(10f, 15f);
            float angle = Random.Range(15f, 28f);
            actionManager.Fly(disk, angle, power);
        }

        for (int i = 0; i < diskNotshot.Count; i++)
        {
            GameObject temp = diskNotshot[i];
            //飞碟飞出摄像机视野也没被打中
            if (temp.transform.position.y < -20 && temp.gameObject.activeSelf == true)
            {
                diskFactory.FreeDisk(diskNotshot[i]);
                diskNotshot.Remove(diskNotshot[i]);
            }
        }
    }
예제 #2
0
 public void Fly(GameObject role_, Vector3 emitPosition_, Vector3 emitDirection_)
 {
     if (sceneController.getIsPhysics())
     {
         flyActionManager.Fly(role_, emitPosition_, emitDirection_);
     }
     else
     {
         kinematics.Fly(role_, emitPosition_, emitDirection_);
     }
 }
예제 #3
0
 // 实现通用接口
 public void Fly(GameObject disk, float angle, float power, bool physics)
 {
     if (physics)
     {
         physicsActionManager.Fly(disk, angle, power);
     }
     else
     {
         flyActionManager.Fly(disk, angle, power);
     }
 }