Exemplo n.º 1
0
    public override void execute()
    {
        Character character = mReceiver as Character;

        MathUtility.clamp(ref mAngle, 0.0f, 45.0f);
        CommandCharacterChangeSpeed cmdSpeed = newCmd(out cmdSpeed, false);

        cmdSpeed.mSpeed = Mathf.Sin(Mathf.Abs(mAngle * Mathf.Deg2Rad)) * character.getCharacterData().mSpeed;
        pushCommand(cmdSpeed, character);
        // 同时需要降低硬件速度组件中从当前速度加速到目标速度的快慢
        CharacterSpeedHardware speedHardware = character.getFirstComponent <CharacterSpeedHardware>();

        speedHardware.setAcceleration(0.0f);
        if (character.isType(CHARACTER_TYPE.CT_MYSELF))
        {
            GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_HIT_WALL);
        }
    }
    public override void execute()
    {
        Character character = mReceiver as Character;

        if (!character.isType(CHARACTER_TYPE.CT_OTHER))
        {
            return;
        }
        CharacterOther other = character as CharacterOther;

        // 玩家有护盾时,攻击没有任何影响
        if (other.hasState(PLAYER_STATE.PS_PROTECTED))
        {
            return;
        }
        if (mAttackSource == SCENE_ITEM.SI_LAND_MINE || mAttackSource == SCENE_ITEM.SI_MISSILE)
        {
            // 进入被攻击状态
            CommandCharacterAddState cmdState = newCmd(out cmdState);
            cmdState.mState = PLAYER_STATE.PS_ATTACKED;
            pushCommand(cmdState, other);
            // 设置角色的速度,当角色速度小于3km/h时,则不变,否则速度设置为3km/h
            CommandCharacterChangeSpeed cmd = newCmd(out cmd, false);
            cmd.mSpeed = Mathf.Min(MathUtility.KMHtoMS(3.0f), other.getCharacterData().mSpeed);
            pushCommand(cmd, other);
            // 播放摔倒动作
            Animation animation = other.getAnimation();
            animation.CrossFade(GameDefine.ANIM_FALL_DOWN);
            // 当速度为0时,摔到后为站立状态,否则开始骑行
            if (other.getCharacterData().mSpeed <= 0.01f)
            {
                animation.CrossFadeQueued(GameDefine.ANIM_STANDING);
            }
            else
            {
                animation.CrossFadeQueued(GameDefine.ANIM_RIDE);
            }
            // 同时需要降低硬件速度组件中从当前速度加速到目标速度的快慢
            CharacterSpeedHardware speedHardware = other.getFirstComponent <CharacterSpeedHardware>();
            speedHardware.setAcceleration(0.0f);
        }
    }
Exemplo n.º 3
0
    public override void enter(StateParam param)
    {
        mTurbo      = mObjectManager.createObject(mPlayer.getObject(), GameDefine.R_PARTICLE_PREFAB_PATH + GameDefine.TURBO);
        mTurbo.name = "Turbo";
        mTurbo.transform.localPosition = new Vector3(0.5f, -3.0f, 2.0f);
        float speed = mPlayer.getCharacterData().mSpeed;
        CommandCharacterHardwareSpeed cmd = newCmd(out cmd);

        cmd.mSpeed         = speed + GameUtility.getSprintIncreaseSpeed(speed);
        cmd.mExternalSpeed = false;
        pushCommand(cmd, mPlayer);
        // 提升加速度,加速度会自动恢复到正常值
        CharacterSpeedHardware component = mPlayer.getFirstComponent <CharacterSpeedHardware>();

        component.setAcceleration(50.0f);
        if (mPlayer.isType(CHARACTER_TYPE.CT_MYSELF))
        {
            GameTools.PLAY_AUDIO_UI(mScriptGlobalAudio.getAudioWindow(), SOUND_DEFINE.SD_SPRINT);
        }
    }