public override void ConstrainMovementOnBegin(IM.Number fCurTime) { //TODO 针对PVP修改 if (m_ruler.prepareTime < fCurTime) { return; } GrabZonePos grabZonePos = GameSystem.Instance.MatchPointsConfig.GrabZonePos; mainRole.position = grabZonePos.mainRole_transform.position; mainRole.forward = IM.Vector3.forward; npc.position = grabZonePos.npc_transform.position; npc.forward = IM.Vector3.forward; }
public override void ResetPlayerPos() { //TODO 针对PVP修改 GrabZonePos grabZonePos = GameSystem.Instance.MatchPointsConfig.GrabZonePos; mainRole.position = grabZonePos.mainRole_transform.position; mainRole.forward = IM.Vector3.forward; npc.position = grabZonePos.npc_transform.position; npc.forward = IM.Vector3.forward; if (mCurScene.balls.Count == 0) { for (int i = 0; i < 5; ++i) { UBasketball ball = mCurScene.CreateBall(); ball.onShoot += OnShoot; ball.onShootGoal += OnGoal; ball.onDunk += OnDunk; } } for (int i = 0; i < 5; ++i) { UBasketball ball = mCurScene.balls[i]; if (ball.m_owner != null) { ball.m_owner.DropBall(ball); } IM.Vector3 tempPos = grabZonePos.balls_transform[i].position; tempPos.y = ball.m_ballRadius; ball.SetInitPos(tempPos); ball.m_ballState = BallState.eLoseBall; } zonePosition = new IM.Vector3[ZONE_COUNT + 1]; for (int i = 0; i < ZONE_COUNT; ++i) { zonePosition[i] = grabZonePos.zones_transform[i].position; } }