Пример #1
0
 public override void setActive(bool active)
 {
     base.setActive(active);
     // 激活单车物理组件时,需要更新保存的移动方向
     if (active)
     {
         mData.mSpeedRotation = mCharacter.getRotation();
     }
 }
Пример #2
0
    public override void use(CharacterOther player)
    {
        // 在角色当前位置放置一个地雷
        Vector3       curRot = player.getRotation();
        Vector3       dir    = MathUtility.getVectorFromAngle(curRot.y * Mathf.Deg2Rad);
        Vector3       pos    = player.getPosition() - dir * 2.0f;
        LandmineParam param  = new LandmineParam();

        param.mPosition = pos;
        SceneLandMine landmine = mItemManager.createItem <SceneLandMine>(SCENE_ITEM.SI_LAND_MINE, param);

        if (player.isType(CHARACTER_TYPE.CT_MYSELF))
        {
            GameTools.PLAY_AUDIO_OBJECT(landmine, SOUND_DEFINE.SD_PUT_LANDMINE);
        }
        // 使用后立即移除背包中的道具
        CommandCharacterRemoveItem cmdRemove = newCmd(out cmdRemove);

        cmdRemove.mItem = this;
        pushCommand(cmdRemove, player);
    }
Пример #3
0
    public override void update(float elapsedTime)
    {
        base.update(elapsedTime);
        int   targetIndex     = mWayPointManager.getPointIndexFromDistance(mData.mRunDistance + mTargetDistanceOffset, mData.mCurWayPoint);
        float targetDirection = mWayPointManager.getPointDirection(targetIndex);
        // 自身的朝向往目标点所在路段的朝向靠拢
        float curDirection = mCharacter.getRotation().y;

        MathUtility.adjustAngle180(ref curDirection);
        float dirDelta = targetDirection - curDirection;

        // 如果目标方向与当前方向的差值超过180,则转换到0-360再计算
        if (Mathf.Abs(dirDelta) > 180.0f)
        {
            MathUtility.adjustAngle360(ref curDirection);
            MathUtility.adjustAngle360(ref targetDirection);
            dirDelta = targetDirection - curDirection;
        }
        mData.mTurnAngle = MathUtility.lerp(mData.mTurnAngle, dirDelta, 0.1f);
        float curTargetSpeed = mAIBaseSpeed + mData.mNumber;
        CharacterSpeedHardware speedHardware = mCharacter.getFirstComponent <CharacterSpeedHardware>();

        if (!MathUtility.isFloatEqual(speedHardware.getTargetSpeed(), curTargetSpeed) && mCharacter.getProcessExternalSpeed())
        {
            CommandCharacterHardwareSpeed cmd = newCmd(out cmd);
            cmd.mSpeed         = curTargetSpeed;
            cmd.mExternalSpeed = true;
            pushCommand(cmd, mCharacter);
        }
        // 如果AI背包中有导弹,则一直搜寻可以瞄准的目标
        int missileIndex = mCharacter.getPlayerPack().getFirstItemIndex(PLAYER_ITEM.PI_MISSILE);

        if (missileIndex != -1 && !mCharacter.hasState(PLAYER_STATE.PS_AIM))
        {
            bool hasAvailableTarget = false;
            SortedDictionary <int, CharacterOther> allCharacterList = mRoleSystem.getAllPlayer();
            float playerDistance = mCharacter.getCharacterData().mRunDistance;
            foreach (var item in allCharacterList)
            {
                if (item.Value != mCharacter)
                {
                    float curDistance = item.Value.getCharacterData().mRunDistance - playerDistance;
                    if (MathUtility.isInRange(curDistance, 0.0f, GameDefine.MAX_LAUNCH_MISSILE_DISTANCE))
                    {
                        if (UnityUtility.whetherGameObjectInScreen(item.Value.getWorldPosition()))
                        {
                            hasAvailableTarget = true;
                            break;
                        }
                    }
                }
            }
            if (hasAvailableTarget)
            {
                // 需要选中导弹
                CommandCharacterSelectItem cmdSelect = newCmd(out cmdSelect);
                cmdSelect.mIndex = missileIndex;
                pushCommand(cmdSelect, mCharacter);
                // 给角色添加瞄准状态
                CommandCharacterAddState cmdCharacterAddState = newCmd(out cmdCharacterAddState);
                cmdCharacterAddState.mState = PLAYER_STATE.PS_AIM;
                pushCommand(cmdCharacterAddState, mCharacter);
            }
        }
    }