Пример #1
0
    /// <summary>
    /// 极坐标取点
    /// </summary>
    public PosData func_PosPolar(SceneTriggerExecutor e, TriggerArg a, PosData pos, float distance, DirData dir)
    {
        PosData re = new PosData();

        e.getScene().pos.polar2D(re, distance, dir);
        e.getScene().pos.addPos(re, pos);
        return(re);
    }
Пример #2
0
    /// <summary>
    /// 点相加
    /// </summary>
    public PosData func_AddPos(SceneTriggerExecutor e, TriggerArg a, PosData pos0, PosData pos1)
    {
        PosData re = new PosData();

        re.copyPos(pos0);
        e.getScene().pos.addPos(re, pos1);
        return(re);
    }
Пример #3
0
    /// <summary>
    /// 获取场景排放配置位置
    /// </summary>
    public PosData func_GetScenePlacePos(SceneTriggerExecutor e, TriggerArg a, int instanceID)
    {
        ScenePlaceElementConfig eConfig = e.getScene().getPlaceConfig().getElement(instanceID);

        if (eConfig == null)
        {
            Ctrl.errorLog("未找到场景摆放配置", instanceID);
            return(null);
        }
        PosData re = new PosData();

        re.setByFArr(eConfig.pos);

        return(re);
    }
Пример #4
0
 /// <summary>
 /// 强制击杀单位
 /// </summary>
 public void func_KillUnit(SceneTriggerExecutor e, TriggerArg a, Unit unit)
 {
     e.getScene().fight.killUnit(unit);
 }
Пример #5
0
 /// <summary>
 /// 创建并添加傀儡
 /// </summary>
 public Unit func_CreateAddPuppet(SceneTriggerExecutor e, TriggerArg a, int id, int level, PosData pos, Unit master, int lastTime)
 {
     return(e.getScene().unitFactory.createAddPuppet(id, level, pos, master, lastTime));
 }
Пример #6
0
 /// <summary>
 /// 通过实例id获取单位
 /// </summary>
 public Unit func_GetUnit(SceneTriggerExecutor e, TriggerArg a, int instanceID)
 {
     return(e.getScene().getUnit(instanceID));
 }
Пример #7
0
 /// <summary>
 /// 计算点距离
 /// </summary>
 public float func_PosDistance(SceneTriggerExecutor e, TriggerArg a, PosData pos0, PosData pos1)
 {
     return(e.getScene().pos.calculatePosDistance2D(pos0, pos1));
 }