/// <summary> /// 着陆 /// </summary> public void Land() { PathType = E_Path.Land; for (int i = 0; i < MissilePoints.Length; ++i) { MissilePoints[i].SetActive(false); } CameraObj.transform.localEulerAngles = Vector3.zero; CameraObj.transform.localPosition = new Vector3(0.5f, 3.0f, -17.4f); timer = 0; OverTime = Const.GAME_CONFIT_LAND_TIME; //PathManager.Instance.ReversePath(PathManager.Instance.PathInfo0); //pathInfo = PathManager.Instance.PathInfo0; pathInfo = PathManager.Instance.PathInfo2; PilotController.LandPath(); PilotController.NormalSpeed(); Data.Summary(); ActiveEffectHurt(Data.ConditionRate); EffectPoint.gameObject.SetActive(false); Vector3 dir = pathInfo.GetPos(Step) - pathInfo.GetPos(0); Quaternion toRotation = Quaternion.LookRotation(dir); transform.rotation = toRotation; EventDispatcher.TriggerEvent(EventDefine.Event_JiKu_To_Game_Light, false); EventDispatcher.TriggerEvent(EventDefine.Event_Trigger_Effect_Water, false); EventDispatcher.TriggerEvent(EventDefine.Event_Trigger_Effect_Dust, false); EventDispatcher.TriggerEvent(EventDefine.Event_Engine_Speed_Up, false); //EventDispatcher.TriggerEvent(EventDefine.Event_Gorge_Boss_Animation, false); }
/// <summary> /// 出仓库 /// </summary> private void Readypath() { PathType = E_Path.Ready; OverTime = Const.GAME_CONFIT_READY_TIME; pathInfo = PathManager.Instance.PathInfo0; PilotController.ReadyPath(); AnimController.ToTakeOff(); }
/// <summary> /// 主场景启动 /// </summary> public void GameBegine() { Pause = false; PathType = E_Path.Game; CameraObj.SetActive(true); PilotController.CanControlled = true; PropsManager.Instance.Begine(); EventDispatcher.TriggerEvent(EventDefine.Event_On_Describe, false); EventDispatcher.TriggerEvent(EventDefine.Event_Missile_Fired_Or_Trigger, true); IOManager.Instance.SendMessageGameBegine(); }