예제 #1
0
파일: KSkill.cs 프로젝트: zuojiashun/src
    SKILL_RESULT_CODE CastOnCasterArea(KCharacter pDisplayCaster, KCharacter pLogicCaster)
    {
        SKILL_RESULT_CODE nResult = SKILL_RESULT_CODE.srcFailed;
        int           nRetCode    = 0;
        KTarget       pTarget     = new KTarget();
        KSKILL_BULLET pBullet     = new KSKILL_BULLET();
        float         fX          = 0f;
        float         fZ          = 0f;

        nRetCode = pTarget.SetTarget(pDisplayCaster);
        if (nRetCode == 0)
        {
            goto Exit0;
        }

        nRetCode = SetupBullet(pBullet, pLogicCaster, ref pTarget);
        if (nRetCode == 0)
        {
            goto Exit0;
        }

        if (pBullet.nEndFrame > FirstFightMgr.Instance().m_nGameLoop)
        {
            pLogicCaster.AddBullet(pBullet);
        }
        else
        {
            pDisplayCaster.GetAbsoluteCoordinate(ref fX, ref fZ);
            nRetCode = (int)ApplyOnArea(pBullet, fX, fZ);
        }

        nResult = SKILL_RESULT_CODE.srcSuccess;
Exit0:
        return(nResult);
    }
예제 #2
0
파일: KSkill.cs 프로젝트: zuojiashun/src
    public SKILL_RESULT_CODE CheckTargetRange(KCharacter pCaster, ref KTarget rTarget)
    {
        SKILL_RESULT_CODE nResult = SKILL_RESULT_CODE.srcFailed;
        int nRetCode = 0;

        float fMaxRange   = 0f;
        float fCasterX    = 0f;
        float fCasterZ    = 0f;
        float fTargetX    = 0f;
        float fTargetZ    = 0f;
        float fTouchRange = 0f;

        pCaster.GetAbsoluteCoordinate(ref fCasterX, ref fCasterZ);

        nRetCode = rTarget.GetTarget(ref fTargetX, ref fTargetZ);
        if (nRetCode == 0)
        {
            goto Exit0;
        }

        fMaxRange = pCaster.m_fTouchRange + m_fMaxRadius + fTouchRange;

        nRetCode = (int)SkillInRange(fCasterX, fCasterZ, fTargetX, fTargetZ, m_fMinRadius, fMaxRange);
        if (nRetCode == (int)IN_RANGE_RESULT.irrTooClose)
        {
            return(SKILL_RESULT_CODE.srcTooCloseTarget);
        }
        if (nRetCode == (int)IN_RANGE_RESULT.irrTooFar)
        {
            return(SKILL_RESULT_CODE.srcTooFarTarget);
        }
        if (nRetCode != (int)IN_RANGE_RESULT.irrInRange)
        {
            goto Exit0;
        }

        nResult = SKILL_RESULT_CODE.srcSuccess;
Exit0:
        return(nResult);
    }
예제 #3
0
파일: KSkill.cs 프로젝트: zuojiashun/src
    int SetupBullet(KSKILL_BULLET pBullet, KCharacter pCaster, ref KTarget rTarget)
    {
        int        nResult     = 0;
        int        nRetCode    = 0;
        float      fCasterX    = 0f;
        float      fCasterZ    = 0f;
        float      fTargetX    = 0f;
        float      fTargetZ    = 0f;
        KCharacter pTarget     = null;
        float      fTouchRange = 0f;
        float      fDistance   = 0f;
        float      fHitDelay   = 0f;

        if (pBullet == null)
        {
            goto Exit0;
        }
        if (pCaster == null)
        {
            goto Exit0;
        }
        if (rTarget == null)
        {
            goto Exit0;
        }

        pBullet.dwBulletID    = FirstFightMgr.Instance().m_SkillManager.m_dwBulletIDIndex++;
        pBullet.pTarget       = rTarget;
        pBullet.pSkillSrc     = pCaster;
        pBullet.dwSkillSrcID  = pCaster.m_dwID;
        pBullet.pSkillPointer = this;
        pBullet.pNext         = null;

        switch (m_pBaseInfo.nCastMode)
        {
        case KSKILL_CAST_MODE.scmTargetSingle:
            break;

        default:
            break;
        }

        pCaster.GetAbsoluteCoordinate(ref fCasterX, ref fCasterZ);

        rTarget.GetTarget(ref fTargetX, ref fTargetZ);

        nRetCode = rTarget.GetTarget(ref pTarget);
        if (pTarget != null)
        {
            fTouchRange = pTarget.m_fTouchRange;
        }

        fDistance = KAI_SEARCH_CHARACTER.s_GetDistance2(fCasterX, fCasterZ, fTargetX, fTargetZ);
        if (fDistance > fTouchRange)
        {
            fDistance -= fTouchRange;
        }

        if (m_fBulletVelocity > 0f)
        {
            fHitDelay = (fDistance / m_fBulletVelocity);
        }

        int nHitDelay = ((int)(fHitDelay * 16)) + (int)FirstFightMgr.Instance().m_nGameLoop + m_pBaseInfo.nHitDelay;

        pBullet.nEndFrame = nHitDelay;

        nResult = 1;
Exit0:
        return(nResult);
    }