Пример #1
0
    /// <summary>
    /// 使用传入射线与当前Avatar的所有Collider做碰撞检测
    /// 返回第一个碰撞点, 也就是最外层的碰撞点
    /// </summary>
    public bool GetHitPoint(SpacecraftEntity spacecraft, Ray ray, out Collider hitCollider, out Vector3 hitPoint)
    {
        hitCollider = null;

        // 这里使用Motion.HorizontAxix 的位置而不是transoform.position是因为HeroEntity.transform.position是服务器的位置, 是跳动的
        // Motion.HorizontAxis的位置才是客户端插值后的位置
        float rayDistance = RAYCAST_LENGTH;

        bool hit = false;

        hitPoint = spacecraft.transform.position;
        float nearestHitDistance = float.MaxValue;

        foreach (Collider collider in spacecraft.GetAllColliders())
        {
            RaycastHit hitInfo;
            if (collider.Raycast(ray, out hitInfo, rayDistance))
            {
                // 用射线与所有Collider求交, 找到距射线发射位置最近的碰撞点
                // TODO 祝锐: 缓存一个最外层的最大的Collider, 不要每次遍历所有的Collider
                float sqrHitPointToOrigin = (hitInfo.point - ray.origin).sqrMagnitude;
                if (sqrHitPointToOrigin < nearestHitDistance)
                {
                    nearestHitDistance = sqrHitPointToOrigin;
                    hitPoint           = hitInfo.point;
                    hitCollider        = collider;
                    hit = true;
                }
            }
        }

        return(hit);
    }
    /// <summary>
    /// 连线特效回调函数
    /// </summary>
    /// <param name="obj"></param>
    private void OnLineEffectLoad(EffectController effect, System.Object usedata)
    {
        if (usedata != null)
        {
            SpacecraftAvatarComponent component = (SpacecraftAvatarComponent)usedata;

            uint ownerHeroID = component.m_Property.GetOwner().m_EntityFatherOwnerID;
            if (ownerHeroID != 0 && component.m_Property.GetHeroType() == KHeroType.htDisturbor)
            {
                SpacecraftEntity target = component.m_GameplayProxy.GetEntityById <SpacecraftEntity>(ownerHeroID) as SpacecraftEntity;

                effect.SetBeamTarget(component.m_Property.GetSkinTransform(), target.GetSkinTransform(), Vector3.zero, false, target.GetAllColliders());
                /// TODO.
                /// 时间配合特效里的动画时间
                UIManager.Instance.StartCoroutine(Excute(0.25f, () =>
                {
                    target.SendEvent(ComponentEventName.LineEffectEnd, null);
                }));
            }
        }
    }