Пример #1
0
    /// <summary>
    /// 获取最后的飞行方向
    /// </summary>
    public float GetFlyDirAngel()
    {
        float angle = Vector3.Angle(m_FlyDir, Vector3.left);

        angle = Vector3.Dot(m_FlyDir, Vector3.up) < 0 ? angle : -angle;
        angle = NdUtil.ClampAngle(angle, 0, 360f);
        return(angle);
    }
Пример #2
0
    public override void Update()
    {
        base.Update();
        if (m_TimeCount < m_fDelay)
        {
            m_LifePrent.m_thisT.transform.position = start;
            return;
        }
        if (m_TimeCount < (m_fDelay + 3.02f))
        {
            if ((m_TimeCount - m_Delatime) <= m_fDelay)
            {
                SoundPlay.Play("back_ship", false, false);

                //SkillEffects._instance.LoadEffect("effect/prefab/", "2000201", start, 1.5f, dolphineDir);

                GameObjectActionExcute gae = EffectM.LoadEffect("effect/prefab/", m_effectName, start, null);
                if (gae != null)
                {
                    GameObjectActionEffectInit effectinit = new GameObjectActionEffectInit();
                    //effectinit.SetEffectMirror(dolphineDir);
                    gae.AddAction(effectinit);
                    GameObjectActionDelayDestory ndEffect = new GameObjectActionDelayDestory(1.5f);
                    gae.AddAction(ndEffect);
                }
            }
            Vector3 pos    = bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f);
            float   Angles = NdUtil.V2toAngle(pos, bezier.GetPointAtTime((m_TimeCount - m_fDelay) / 3.0f + 0.01f), Vector3.right) + 180;
            m_curangle = NdUtil.ClampAngle(Angles + 180, 0, 360f);
            //Debug.Log(m_curangle);
            if (m_bRotate)
            {
                if (dolphineDir == WalkDir.WALKRIGHT)
                {
                    m.SetAngle(-Angles);
                }
                else
                {
                    m.SetAngle(Angles);
                }
            }
            PlayAction(AnimatorState.Fly00000, pos, true);
            //NGUIUtil.DebugLog(m_TimeCount.ToString());
            //if (m_TimeCount >= 0.4f && m_TimeCount < 0.4f +Time.deltaTime)
            //{
            //    m_Skin.ProPerty.EnableTrail(true);
            //}
        }
        else
        {
            //PlayAction(AnimatorState.Fly00000, bezier.GetPointAtTime(1), true);
            //MoveAction(AnimatorState.Fly00000, Vector3.down * m_LifePrent.m_Attr.Flyspeed * Time.deltaTime, ActionMode.Delta);
            MoveAction(AnimatorState.Fly00000, Vector3.down * 10 * Time.deltaTime, ActionMode.Delta);
        }
    }
Пример #3
0
 public void SetAngle(float angle)
 {
     angle += 180f;
     if (m_fCurrentAngle != angle)
     {
         //m_fRotatetime += Time.deltaTime;
         float temp = 0;
         if (m_bFirstPathing)
         {
             m_bFirstPathing = false;
             temp            = m_fCurrentAngle = angle;
         }
         else
         {
             float fa = angle - m_fCurrentAngle;
             if (fa > 180)
             {
                 fa = fa - 360;
             }
             else if (fa < -180)
             {
                 fa = 360 + fa;
             }
             temp             = fa;    //Mathf.Lerp(0,fa,0.1f );
             m_fCurrentAngle += temp;
             m_fCurrentAngle  = NdUtil.ClampAngle(m_fCurrentAngle, 0, 360f);
         }
         {
             transform.Rotate(new Vector3(0, 0, -temp), Space.Self);
         }
         if (m_bParticleRotate)
         {
             if (ps != null)
             {
                 foreach (ParticleSystem p in ps)
                 {
                     p.startRotation = angle * Mathf.PI / 180f;
                     //Debug.Log ("p.startRotation:" + p.startRotation + "," + p.gameObject);
                     //p.startRotation = 0.25f;
                 }
             }
         }
     }
 }