예제 #1
0
 public void RPCDetonate(Vector3 _explosionPosition, HitMode hitMode)
 {
     GetComponent <Rigidbody>().isKinematic      = true;
     GetComponentInChildren <Collider>().enabled = false;
     Instantiate(Explosions[(int)hitMode], _explosionPosition, transform.rotation);
     gameObject.transform.GetChild(0).GetChild(0).gameObject.SetActive(false);
 }
예제 #2
0
        private HitInfo FindHitObject(Ray ray, Geometry originator, HitMode mode)
        {
            Vector3D intersectionPoint = new Vector3D(double.MaxValue, double.MaxValue, double.MaxValue);
            HitInfo  info     = new HitInfo(null, intersectionPoint, ray);
            double   distance = double.MaxValue;

            foreach (Geometry geometry in Scene.Geometries)
            {
                if (geometry != originator && geometry.Intersects(ray, ref intersectionPoint))
                {
                    double distanceToObject = Vector3D.Subtract(ray.Source, intersectionPoint).Length;
                    if (distanceToObject < distance)
                    {
                        info.hitPoint  = intersectionPoint;
                        distance       = distanceToObject;
                        info.hitObject = geometry;

                        if (mode == HitMode.Any)
                        {
                            break;
                        }
                    }
                }
            }

            return(info);
        }
예제 #3
0
 public void HitCollier(HitMode hitMode, int damage, bool isKilled)
 {
     if (hitMode == HitMode.Tank)
     {
         hit = true;
         shooter.HitResult(damage, isKilled);
     }
     if (isOnGameServer)
     {
         photonView.RPC("RPCDetonate", PhotonTargets.All, explosionPosition, hitMode);
     }
     else
     {
         RPCDetonate(explosionPosition, hitMode);
     }
 }
예제 #4
0
 public static void SetHitMode(DependencyObject element, HitMode value)
 => element.SetValue(HitModeProperty, value);
 private HitInfo FindHitObject(Ray ray, Geometry originator, HitMode mode)
 {
     Vector3D intPoint = new Vector3D(double.MaxValue, double.MaxValue, double.MaxValue);
     HitInfo info = new HitInfo(null, intPoint, ray);
     double dist = double.MaxValue;
     foreach (Geometry geom in Scene.Geoms)
     {
         if (geom != originator && geom.Intersects(ray, ref intPoint))
         {
             double distToObj = Vector3D.Subtract(ray.Source, intPoint).Length;
             if (distToObj < dist)
             {
                 info.hitPoint = intPoint;
                 dist = distToObj;
                 info.hitObj = geom;
                 if (mode == HitMode.Any)
                 {
                     break;
                 }
             }
         }
     }
     return info;
 }