Exemplo n.º 1
0
        private void Update()
        {
            if (!runner || !runner.stateMachine || !runner.stateMachine.attacker || runner.stateMachine.isStop)
            {
                return;
            }

            var me = runner.stateMachine.attacker;

            Collider[] hitColliders;
            hitColliders = Physics.OverlapSphere(me.transform.position, radius,
                                                 SkillDamageCaculate.GetDamageLayer());

            for (int i = 0; i < hitColliders.Length; i++)
            {
                var enemy = NetworkUtil.GetAttr(hitColliders[i].gameObject);
                if (enemy != null && SkillLogic.IsEnemy(me, enemy.gameObject))
                {
                    if (!hurtEnemy.Contains(enemy.gameObject))
                    {
                        var dir = enemy.transform.position - me.transform.position;
                        dir.y = 0;
                        var cos = Vector3.Dot(dir.normalized, transform.forward);
                        Log.AI("DamageHit " + runner.stateMachine.name + " " + enemy.name + " cos " + cos + " a " + cosAngle);
                        if (cos > cosAngle)
                        {
                            DoDamage(enemy.gameObject);
                            hurtEnemy.Add(enemy.gameObject);
                        }
                    }
                }
            }
            Log.AI("Check Damage Shape " + runner.stateMachine.name);
        }
Exemplo n.º 2
0
 /// <summary>
 ///子弹伤害计算也交给skillLayoutRunner执行
 /// </summary>
 /// <param name="other">Other.</param>
 void DoDamage(Collider other)
 {
     if (SkillLogic.IsEnemy(runner.stateMachine.attacker, other.gameObject))
     {
         var skillData = runner.stateMachine.skillFullData.skillData;
         if (!string.IsNullOrEmpty(skillData.HitSound))
         {
             BackgroundSound.Instance.PlayEffect(skillData.HitSound);
         }
         if (runner != null)
         {
             runner.DoDamage(other.gameObject);
         }
     }
 }
Exemplo n.º 3
0
        /// <summary>
        /// 延迟等待
        /// 判定是否是一次性伤害技能 还是持续性伤害
        ///
        /// 开始判定伤害,技能没有结束
        /// 无伤害只移动对象
        ///
        ///
        /// </summary>
        void Update()
        {
            passTime += Time.deltaTime;
            if (passTime < delayTime)
            {
                return;
            }
            if (Once && damageYet)
            {
                return;
            }
            if (!runner || !runner.stateMachine || !runner.stateMachine.attacker)
            {
                return;
            }

            if (enable && !runner.stateMachine.isStop)
            {
                if (!NoHurt)
                {
                    //物理碰撞检测 玩家附近 或者 碰撞体附近的单位
                    Collider[] hitColliders;
                    if (SyncWithPlayer)
                    {
                        hitColliders = Physics.OverlapSphere(runner.stateMachine.attacker.transform.position, radius, SkillDamageCaculate.GetDamageLayer());
                    }
                    else
                    {
                        hitColliders = Physics.OverlapSphere(transform.position, radius, SkillDamageCaculate.GetDamageLayer());
                    }

                    for (int i = 0; i < hitColliders.Length; i++)
                    {
                        if (SkillLogic.IsEnemy(runner.stateMachine.attacker, hitColliders[i].gameObject))
                        {
                            if (!hurtEnemy.Contains(hitColliders[i].gameObject))
                            {
                                if (shape == Shape.Sphere)
                                {
                                    DoDamage(hitColliders[i].gameObject);
                                    hurtEnemy.Add(hitColliders[i].gameObject);
                                }
                                else if (shape == Shape.Angle)
                                {
                                    Log.AI("DamageHit " + runner.stateMachine.name + " " + hitColliders[i].name);
                                    var dir = hitColliders[i].gameObject.transform.position - transform.position;
                                    var cos = Vector3.Dot(dir.normalized, transform.forward);
                                    if (cos > cosAngle)
                                    {
                                        DoDamage(hitColliders[i].gameObject);
                                        hurtEnemy.Add(hitColliders[i].gameObject);
                                    }
                                }
                            }
                        }
                    }
                    Log.AI("Check Damage Shape " + runner.stateMachine.name);
                    damageYet = true;
                }

                ///DamageShape 开始移动玩家 同时也移动玩家
                if (runner != null && runner.Event.attachOwner)
                {
                    Log.Sys("Move Attack With DamageShape");
                    if (!enableYet)
                    {
                        StartCoroutine(MoveOwner());
                    }
                }
                enableYet = true;
            }
        }