public void InitFrom(Actor inShooter, JSkillData skillData) { mDamage = inShooter.GetDamage(skillData.skillId, GameObjectClassId.Actor); mSiegeAtk = inShooter.GetDamage(skillData.skillId, GameObjectClassId.Prop); inShooter.LastBombNetworkId = GetNetworkId(); LogHelper.LogInfo($"create enter {GetNetworkId()}, {inShooter.LastBombNetworkId}, skill_id:{skillData.skillId}, explosionID:{skillData.explosionID}"); SetPlayerId(inShooter.GetPlayerId()); mParentNetworkId = inShooter.GetNetworkId(); Vector3 loc = inShooter.GetLocation(); loc.y = inShooter.floor; SetLocation(loc); mDirection = inShooter.GetRotation(); JExplosionData a_kExplosionData = ACDC.ExplosionData[skillData.explosionID]; mExplodeTime = Timing.sInstance.GetFrameStartTime() + a_kExplosionData.time; mSkillId = skillData.skillId; var player = World.Instance(WorldId).GameMode.GetEntry(inShooter.GetPlayerId()); if (player != null) { mTeam = (byte)player.GetTeam(); } }
public void InitFrom(Actor inShooter) { SetColor(inShooter.GetColor()); SetPlayerId((int)inShooter.GetPlayerId()); mParentNetworkId = inShooter.GetNetworkId(); SetLocation(inShooter.GetLocation().Round()); mDirection = inShooter.GetRotation(); }
public void InitFromShooter(Actor inShooter) { SetColor(inShooter.GetColor()); SetPlayerId((int)inShooter.GetPlayerId()); Vector3 forward = inShooter.GetForwardVector(); SetVelocity(inShooter.GetVelocity() + forward * mMuzzleSpeed); SetLocation(inShooter.GetLocation()); mDirection = inShooter.GetRotation(); }
public void InitFromShooter(Actor inShooter) { SetPlayerId((int)inShooter.GetPlayerId()); Vector3 forward = inShooter.GetForwardVector(); SetVelocity(inShooter.mDirection + forward * mMuzzleSpeed); SetLocation(inShooter.GetLocation()); mDirection = inShooter.GetRotation(); mStartLocation = inShooter.GetLocation(); LogHelper.LogInfo($"start x{mStartLocation.x}, y{mStartLocation.y}, z{mStartLocation.z}"); }
public void InitFrom(Actor inShooter, ushort skillId, Vector3 bomedPos) { Vector3 loc = bomedPos; LogHelper.LogInfo($"Area bombed {bomedPos.y} Loc {loc.y}"); SetLocation(loc); SkillId = skillId; SetPlayerId((int)inShooter.GetPlayerId()); mParentNetworkId = inShooter.GetNetworkId(); mSkillData = ACDC.SkillData[skillId]; m_kExplosionData = ACDC.ExplosionData[mSkillData.explosionID]; mDamage = inShooter.GetDamage(skillId, GameObjectClassId.Actor); mSiegeAtk = inShooter.GetDamage(skillId, GameObjectClassId.Prop); mTeam = (byte)inShooter.Team; // 주의 사항 ---- 같은 서브타입이 두개 이상 존재하면 마지막 것으로 초기화 됨 if (mSkillData.spellId != null) { for (int i = 0; i < mSkillData.spellId.Length; ++i) { var spell = ACDC.SpellData[mSkillData.spellId[i]]; if (spell == null) { continue; } if (spell.SpellSubType == (int)SpellSubType.FinishTime) { mFinishSpell = spell; } else if (spell.SpellSubType == (int)SpellSubType.MiddleTime) { mMiddleSpell = spell; } } } mDirection = inShooter.GetRotation(); mDurationTime = Timing.sInstance.GetFrameStartTime() + mSkillData.durationTime; mExplosionType = (eExplosionType)m_kExplosionData.type; SetCollisionRadius(m_kExplosionData.range[0]); if (m_kExplosionData.range.Count() > 1) { heightHalf = m_kExplosionData.range[1]; } LogHelper.LogInfo($"InitFrom NID {GetNetworkId()} bomedPos {bomedPos.y} Pos {GetLocation().y} explosionType {mExplosionType}"); }