Пример #1
0
        public void PrepareTargeting(TargetingEvent evt, BulletTargetingNode barelTargetingNode)
        {
            TargetingData            targetingData   = evt.TargetingData;
            BulletTargetingComponent bulletTargeting = barelTargetingNode.bulletTargeting;

            CollectDirection(targetingData.Origin, targetingData.Dir, 0f, targetingData);
            Vector3 normalized = Vector3.Cross(targetingData.Dir, Vector3.up).normalized;
            float   num        = 360f / bulletTargeting.RadialRaysCount;

            for (int i = 0; i < bulletTargeting.RadialRaysCount; i++)
            {
                Vector3 vector3 = (Vector3)(Quaternion.AngleAxis(num * i, targetingData.Dir) * normalized);
                Vector3 origin  = targetingData.Origin + (vector3 * bulletTargeting.Radius);
                CollectDirection(origin, targetingData.Dir, 0f, targetingData);
            }
            base.ScheduleEvent(BattleCache.collectTargetsEvent.GetInstance().Init(targetingData), barelTargetingNode);
            base.ScheduleEvent(BattleCache.targetEvaluateEvent.GetInstance().Init(targetingData), barelTargetingNode);
        }
Пример #2
0
 public void Build(BulletBuildEvent e, WeaponNode weaponNode, [JoinByTank] TankNode tankNode)
 {
     Entity entity = base.CreateEntity<RicochetBulletTemplate>("battle/weapon/ricochet/bullet");
     BulletComponent bullet = new BulletComponent();
     WeaponBulletShotComponent weaponBulletShot = weaponNode.weaponBulletShot;
     float bulletRadius = weaponBulletShot.BulletRadius;
     bullet.Radius = bulletRadius;
     bullet.Speed = weaponBulletShot.BulletSpeed;
     MuzzleVisualAccessor accessor = new MuzzleVisualAccessor(weaponNode.muzzlePoint);
     BulletTargetingComponent component4 = entity.AddComponentAndGetInstance<BulletTargetingComponent>();
     component4.RadialRaysCount = entity.AddComponentAndGetInstance<BulletConfigComponent>().RadialRaysCount;
     component4.Radius = bulletRadius;
     Rigidbody tankRigidbody = tankNode.rigidbody.Rigidbody;
     bullet.ShotId = weaponNode.shotId.ShotId;
     base.InitBullet(bullet, accessor.GetWorldPosition(), e.Direction, bullet.Radius, tankRigidbody);
     entity.AddComponent(bullet);
     entity.AddComponent(new TankGroupComponent(weaponNode.tankGroup.Key));
     entity.AddComponent<RicochetBulletComponent>();
     entity.AddComponent(new TargetCollectorComponent(new TargetCollector(tankNode.Entity), new TargetValidator(tankNode.Entity)));
     entity.AddComponent<ReadyBulletComponent>();
 }