List <CreatPostionInfo> GetCreatePostionInfos(SkillDataGenerate skillData, EntityBase skiller, int Length) { MoveComponent mc = skiller.GetComp <MoveComponent>(); SkillStatusComponent ssc = skiller.GetComp <SkillStatusComponent>(); List <CreatPostionInfo> result = new List <CreatPostionInfo>(); result.Clear(); if (Length == 0) { return(result); } HardPointEnum l_FXCreatPoint = skillData.m_FlyCreatPoint; Vector3 forward = ssc.skillDir.ToVector(); Vector3 dir = forward; Vector3 pos = Vector3.zero; //获取散射区域 Area skillArea = SkillUtils.UpdatSkillArea(areaCache, skillData, skiller, null); //TODO 寻敌方法 //CharacterBase enemy = GetRecentlyEnemy(skillArea, skiller.m_camp, false); //CharacterBase enemy = null; MoveComponent emc = null; if (l_FXCreatPoint != HardPointEnum.enemy) { pos = mc.pos.ToVector(); } else { if (emc == null) { return(result); } else { pos = emc.pos.ToVector(); } } Vector3 leftBorder = Vector3.zero; Vector3 leftDir = Vector3.zero; Vector3 leftPos = Vector3.zero; float sectorStep = 0; float rectangleStep = 0; AreaDataGenerate area = DataGenerateManager <AreaDataGenerate> .GetData(skillData.m_FlyObjectArea); switch (area.m_SkewDirection) { case DirectionEnum.Forward: break; case DirectionEnum.Backward: forward *= -1; break; case DirectionEnum.Close: forward = (emc.pos.ToVector() - mc.pos.ToVector()).normalized; break; case DirectionEnum.Leave: forward = (mc.pos.ToVector() - emc.pos.ToVector()).normalized; break; } switch (area.m_Shape) { case AreaType.Circle: leftBorder = forward.Vector3RotateInXZ(360 * 0.5f); sectorStep = 360 / (Length + 1); break; case AreaType.Sector: leftBorder = forward.Vector3RotateInXZ(area.m_Angle * 0.5f); sectorStep = area.m_Angle / (Length + 1); break; case AreaType.Rectangle: leftDir = forward.Vector3RotateInXZ(90); leftPos = pos + leftDir * area.m_Width * 0.5f; rectangleStep = area.m_Width / (Length + 1); break; } for (int i = 0; i < Length; i++) { switch (area.m_Shape) { case AreaType.Circle: case AreaType.Sector: dir = leftBorder.Vector3RotateInXZ2((i + 1) * sectorStep); pos = pos + forward * area.m_SkewDistance; break; case AreaType.Rectangle: pos = leftPos - leftDir * rectangleStep * (i + 1); break; } CreatPostionInfo cpi = new CreatPostionInfo(); cpi.m_pos = mc.pos.DeepCopy(); cpi.m_dir = ssc.skillDir.DeepCopy(); result.Add(cpi); } return(result); }