Exemplo n.º 1
0
        protected virtual void CreateBullet(Mode mode)
        {
            Bullet obj = (Bullet)Entities.Instance.Create(mode.typeMode.BulletType, Parent);

            obj.SourceUnit = GetParentUnitHavingIntellect();
            obj.Position   = GetFirePosition(mode.typeMode);

            //Correcting position at a shot in very near object (when the point of a shot inside object).
            {
                Vec3 startPos = Position;
                if (AttachedMapObjectParent != null)
                {
                    startPos = AttachedMapObjectParent.Position;
                }

                Ray ray = new Ray(startPos, obj.Position - startPos);
                if (ray.Direction != Vec3.Zero)
                {
                    RayCastResult[] piercingResult = PhysicsWorld.Instance.RayCastPiercing(
                        ray, (int)ContactGroup.CastOnlyContact);

                    foreach (RayCastResult result in piercingResult)
                    {
                        MapObject mapObject = MapSystemWorld.GetMapObjectByBody(result.Shape.Body);

                        if (mapObject != null)
                        {
                            if (mapObject == this)
                            {
                                continue;
                            }
                            if (mapObject == this.AttachedMapObjectParent)
                            {
                                continue;
                            }
                        }

                        obj.Position = result.Position - ray.Direction * .01f;
                        break;
                    }
                }
            }

            Quat   rot             = GetFireRotation(mode.typeMode);
            Radian dispersionAngle = mode.typeMode.DispersionAngle;

            if (dispersionAngle != 0)
            {
                EngineRandom random = World.Instance.Random;

                Mat3 matrix;
                matrix  = Mat3.FromRotateByX(random.NextFloat() * MathFunctions.PI * 2);
                matrix *= Mat3.FromRotateByZ(random.NextFloat() * dispersionAngle);

                rot *= matrix.ToQuat();
            }
            obj.Rotation = rot;

            obj.PostCreate();

            //set damage coefficient
            float coef = obj.DamageCoefficient;
            Unit  unit = GetParentUnitHavingIntellect();

            if (unit != null && unit.BigDamageInfluence != null)
            {
                coef *= unit.BigDamageInfluence.Type.Coefficient;
            }
            obj.DamageCoefficient = coef;
        }