public void AddActor(ActorBase actor) { IBaseComponentContainer container = actor as IBaseComponentContainer; var init = container.GetInitData(); //actor.CreateBody(factory.CreateRectangleBody(init.point_x, init.point_y, 10, 10)); //判断是否是激光 if (actor.GetActorType() != ActorTypeBaseDefine.ContinuousLaserActor && actor.GetActorType() != ActorTypeBaseDefine.PowerLaserActor) { actor.CreateBody(factory.CreateSpaceWonderBody(new Vector2(init.point_x, init.point_y), init.angle, actor.GetGameModelByActorType(), new UserData(actor.GetActorID(), actor.GetActorType()))); } //是持续激光 else if (actor.GetActorType() == ActorTypeBaseDefine.ContinuousLaserActor) { //获取长宽属性 var WH = ActorHelper.GetLaserShapeByShip(actor.GetActorType()); actor.CreateBody(factory.CreateSpaceWonderLaser(new Vector2(init.point_x, init.point_y), init.angle, new UserData(actor.GetActorID(), actor.GetActorType()), WH.X, WH.Y)); } //是蓄力激光 else if (actor.GetActorType() == ActorTypeBaseDefine.PowerLaserActor) { var WH = ActorHelper.GetLaserShapeByShip(actor.GetActorType(), heightpro: actor.GetActorInitPro()); //Log.Trace("AddActor: actorID" + actor.GetActorID() + " InitDate" + init.point_x + " " + init.point_y + " " + init.angle + " WeaponDemage:" + ((IWeaponBaseComponentContainer)actor).GetWeaponDamage() + " WH" + WH.X + " " + WH.Y + " InitPro:" + actor.GetActorInitPro()); actor.CreateBody(factory.CreateSpaceWonderLaser(new Vector2(init.point_x, init.point_y), init.angle, new UserData(actor.GetActorID(), actor.GetActorType()), WH.X, WH.Y)); } //Log.Trace("AddActor: actorID" + actor.GetActorID() + " InitDate" + init.point_x + " " + init.point_y + " " + init.angle); //Log.Trace("actor id" + actor.GetActorID() + " 生成一个Actor Position:" + actor.GetPosition() + " Forward:" + actor.GetForward()); _actorList.Add(actor); }
public static float GetBodyMassByActor(this ActorBase actor) { return(BodyExtensions.GetSpaceWanderMass(actor.GetGameModelByActorType())); }