void FFF(Fix64Vector2 direction) { direction = direction.CCWTurn(-Fix64.Pi / (Fix64)6); for (int bnum = 0; bnum < bulletamount; bnum++) { DoFire((spf + (direction * (Fix64)0.6)).ToV2(), (direction * (Fix64)bulletspeed).ToV2()); direction = direction.CCWTurn(Fix64.Pi / (Fix64)8); } }
void FFF(Fix64Vector2 direction) { direction = direction.CCWTurn(-Fix64.Pi / (Fix64)10); fireball.GetComponent <SABulletScript>().sender = null; Fix64Vector2 spv2 = (Fix64Vector2)GetComponent <Rigidbody2D>().position; for (int bnum = 0; bnum < 8; bnum++) { DoFire((spv2 + direction).ToV2(), (direction.normalized() * (Fix64)BulletSpeed).ToV2()); direction = direction.CCWTurn(Fix64.Pi / (Fix64)40); } }
public void work(Fix64Vector2 workdir) { Fix64Vector2 s = workdir.normalized() * (Fix64)speed; Fix64Vector2 sA = s.CCWTurn(turnangle); Fix64Vector2 sB = s.CCWTurn(-turnangle); maxtime = (float)(workdir.Length() * (Fix64)2 / (sA + sB).Length()); cA = Instantiate(SC, transform.position, Quaternion.identity); cB = Instantiate(SC, transform.position, Quaternion.identity); cA.GetComponent <Rigidbody2D>().velocity = sA.ToV2(); cB.GetComponent <Rigidbody2D>().velocity = sB.ToV2(); //enabled = true; }
public void DoFake(Vector2 Worldv2) { if (!faking) { return; } faking = false; Fix64Vector2 center = (Fix64Vector2)selfRB.position; Fix64Vector2 Realv2 = ((Fix64Vector2)Worldv2 - center).normalized() * (Fix64)2; gameObject.GetComponent <DoSkill>().DoClearJob(); selfRB.position += Realv2.ToV2(); for (int i = 0; i < 2; i++) { Realv2 = Realv2.CCWTurn((Fix64)2 * Fix64.Pi / (Fix64)3); GameObject nm = Instantiate(Faker, (center + Realv2).ToV2(), Quaternion.identity); nm.name = gameObject.name + "f" + i; if (GetComponent <MoveScript>().isme) { nm.GetComponent <SpriteRenderer>().color = Color.yellow; } nm.GetComponent <FakeCircleScript>().Beauty = selfRB; nm.GetComponent <FakeCircleScript>().maxtime = maxfaketime - currentfaketime; } GetComponent <MoveScript>().stopwalking(); }
public void FFF() { DoFire(((Fix64Vector2)GetComponent <Rigidbody2D>().position + (Fix64)0.6 * drt).ToV2(), (drt * (Fix64)bulletspeed).ToV2()); firetime -= 0.1f; if (firetimes > maxfiretime) { firestart = false; return; } firetimes++; drt = drt.CCWTurn(-Fix64.Pi / (Fix64)90); }
void FixedUpdate() { pasttime += Time.fixedDeltaTime; if (pasttime >= maxtime) { gameObject.GetComponent <DestroyScript>().Destroyself(); return; } nextv = (Fix64Vector2)selfRB.velocity; Debug.Log("m" + (float)magicn); selfRB.velocity = nextv.CCWTurn(magicn).ToV2(); }
public void Skill(Fix64Vector2 actionplace) { Fix64Vector2 singplace = (Fix64Vector2)(Vector2)transform.position; Fix64Vector2 skilldirection = actionplace - singplace; float realdistance = Mathf.Min((float)skilldirection.Length(), maxdistance); if (realdistance <= 0.51) { return; } //半径小于自身半径时不施法 GetComponent <DoSkill>().BeforeSkill(); currentcooldown = 0; skillavaliable = false; bulletspeed = realdistance * 1.13f / (maxtime - 0.5f); Fix64Vector2 fp1 = skilldirection.normalized().CCWTurn(Fix64.Pi / (Fix64)4); DoFire(singplace, fp1 * (Fix64)bulletspeed, false); fp1 = fp1.CCWTurn(-Fix64.Pi / (Fix64)2); DoFire(singplace, fp1 * (Fix64)bulletspeed, true); }
void PCBorn(int MNum) { CreateGround(); Fix64Vector2 fix64Vector2 = new Fix64Vector2((Fix64)0, (Fix64)3); for (int i = MNum - 1; i >= 0; i--) { fix64Vector2 = fix64Vector2.CCWTurn(Fix64.PiTimes2 / (Fix64)MNum); thePC[i] = Instantiate(PlayerCircle, fix64Vector2.ToV2(), Quaternion.identity); thePC[i].name = i.ToString(); theMS[i] = thePC[i].GetComponent <MoveScript>(); theDS[i] = thePC[i].GetComponent <DoSkill>(); thePC[i].GetComponent <HPScript>().ser = GetComponent <Sender>(); thePC[i].GetComponent <CircleSkillMem>().SetCircleSL(Sender.theSLtemp[i]); if (i == Sender.clientNum) { theMS[i].itsme(); } } }
public void FFF() { DoFire((drt * (Fix64)BulletSpeed).ToV2()); drt = drt.CCWTurn((Fix64)1); firetime -= 0.2f; }