Exemplo n.º 1
0
    public override void Init()
    {
        base.Init();
        m_WeaponFireData = m_CfgEternityProxy.GetWeaponDataOfMachineGun(m_WeaponTable.TypeDateSheetld);
        m_CrossSightInfo = new CrossSightInfo();
        m_CrossSightInfo.m_MaxRayDistance  = m_SkillMaxDistance;
        m_CrossSightInfo.m_CrossSightShape = CrossSightShape.ConeSquare;
        m_CrossSightInfo.m_ConeSquareInfo.detectionMode = DetectionMode.All;
        m_CrossSightLoic = new CCrossSightLoic();
        m_CrossSightLoic = new CrossSightLoic_Improve_ConeSquare(m_CrossSightLoic);
        m_CrossSightLoic.SetCrossSightInfo(m_CrossSightInfo);
        m_CrossSightLoic.SetBallisticOffsetFunc(BallisticOffsetFunc, null);


        m_CurrentBulletCount = 0;                                                                                                          //子弹数
        m_Accuracy           = m_MainPlayer.GetWeaponAttribute(m_UId, crucis.attributepipeline.attribenum.AttributeName.kWeaponAccuracy);  //精准度
        m_Stability          = m_MainPlayer.GetWeaponAttribute(m_UId, crucis.attributepipeline.attribenum.AttributeName.kWeaponStability); //稳定性
        m_Aspect             = m_WeaponFireData.AngleRatio;


        m_CurrentHorizontalAngle = GetHorizontalAngle_Before();
        m_CurrentVerticalAngle   = m_Aspect == 0 ? m_CurrentHorizontalAngle : m_CurrentHorizontalAngle / m_Aspect;
        m_CrossSightLoic.ChangeVirtualCameraAttribute(m_CurrentHorizontalAngle, m_Aspect);

        m_FireInterval = WeaponAndCrossSightFactory.CalculateFireInterval(m_MainPlayer, m_WeaponTable.TypeDateSheetld, m_UId, WeaponAndCrossSight.WeaponAndCrossSightTypes.MachineGun);
    }
Exemplo n.º 2
0
    public override void Init()
    {
        base.Init();
        m_WeaponFireData = m_CfgEternityProxy.GetWeaponDataOfMissile(m_WeaponTable.TypeDateSheetld);

        m_CrossSightInfo = new CrossSightInfo();
        m_CrossSightInfo.m_MaxRayDistance  = m_SkillMaxDistance;
        m_CrossSightInfo.m_CrossSightShape = CrossSightShape.ConeSquare;
        m_CrossSightLoic = new CCrossSightLoic();
        m_CrossSightLoic = new CrossSightLoic_Improve_ConeSquare(m_CrossSightLoic);
        m_CrossSightLoic.SetCrossSightInfo(m_CrossSightInfo);

        float accuracy  = m_MainPlayer.GetWeaponAttribute(m_UId, crucis.attributepipeline.attribenum.AttributeName.kWeaponAccuracy);  //精准度
        float stability = m_MainPlayer.GetWeaponAttribute(m_UId, crucis.attributepipeline.attribenum.AttributeName.kWeaponStability); //稳定性

        // 表里配置的时间是毫秒
        m_LockonTimeParam = (m_WeaponFireData.LockTime - accuracy * m_WeaponFireData.TimeCoefficient) / 1000f;
        m_MaxMissileCountInOneShotParam = (int)(m_WeaponFireData.MagazineNumber + stability * m_WeaponFireData.MagazineQuantityCoefficient);
        m_ReticleHorizontalFOVParam     = m_WeaponFireData.AimingSize;
        m_ReticleAspect = m_WeaponFireData.AngleRange;
        if (m_ReticleAspect == 0)
        {
            Debug.LogWarning(string.Format("--------------------> 导弹类武器表 ID= {0},AngleRange = 0,策划确认下对吗? ", m_WeaponTable.TypeDateSheetld));
        }
        float fieldOfView = m_ReticleAspect == 0 ? 60 : m_ReticleHorizontalFOVParam / m_ReticleAspect;

        m_CrossSightLoic.ChangeVirtualCameraAttribute(fieldOfView, m_ReticleAspect);


        m_FireInterval = WeaponAndCrossSightFactory.CalculateFireInterval(m_MainPlayer, m_WeaponTable.TypeDateSheetld, m_UId, WeaponAndCrossSight.WeaponAndCrossSightTypes.Missile);
    }