Пример #1
0
        /// <summary>
        /// 环形判定
        /// 简单进行半径与敌人比对即可
        /// </summary>
        /// <returns></returns>
        public static bool RingCollideCheck(SRing sRing, SSphere pTarget, Vector3 vDir)
        {
            Vector2 sRingPos   = new Vector2(sRing.pos.x, sRing.pos.z);
            Vector2 sTargetPos = new Vector2(pTarget.pos.x, pTarget.pos.z);

            vDir.Normalize();
            //Vector2 vAimDir = new Vector2(vDir.x, vDir.z);
            //Vector2 vOpAimDir = new Vector2(-vDir.z, vDir.x);

            Vector2 vOffest = sTargetPos - sRingPos;

            if (vOffest.sqrMagnitude >= (sRing.r_max + pTarget.r) * (sRing.r_max + pTarget.r))
            {
                return(false);
            }
            if (vOffest.sqrMagnitude <= (sRing.r_min - pTarget.r) * (sRing.r_min - pTarget.r))
            {
                return(false);
            }

            return(true);
        }
Пример #2
0
        public override List <Avatar> GetTargetList(DRSkillData pSkillData,
                                                    Avatar pCaster, GTargetInfo sTarInfo, HashSet <int> vExcludeList)
        {
            List <Avatar> vTargetList = new List <Avatar>();

            if (pSkillData == null || !pCaster)
            {
                return(vTargetList);
            }
            Avatar pTarget = GameEntry.Entity.GetGameEntity(sTarInfo.m_nTargetID) as Avatar;

            if (!pTarget)
            {
                pTarget = pCaster;
            }

            int   cnt    = GetTargetCount(pSkillData /*, vExcludeList*/);
            int   filter = pSkillData.MSV_AreaFilter;
            float rMin   = pSkillData.MSV_AreaParam1;
            float rMax   = pSkillData.MSV_AreaParam2;
            float dis    = pSkillData.MSV_AreaParam3;

            List <UnityGameFramework.Runtime.Entity> pList = new List <UnityGameFramework.Runtime.Entity>();

            GameEntry.Entity.GetAllLoadedEntities(pList);
            if (pList == null || pList.Count == 0)
            {
                return(vTargetList);
            }
            Vector3 pos = /*pSkillData.IsAreaUseTarPos() ? sTarInfo.m_vTarPos :*/ sTarInfo.m_vSrcPos;
            Vector3 dir = sTarInfo.m_vAimDir;

            SRing sRing = new SRing(pos, rMax, rMin);

            foreach (var item in pList)
            {
                Avatar actor = item.Logic as Avatar;
                if (actor == null || actor == pCaster)
                {
                    continue;
                }
                SSphere sTarSphere = new SSphere(actor.GetPos(), actor.ModelRadius);
                if (GCollider.RingCollideCheck(sRing, sTarSphere, dir))
                {
                    TryAddTarget(pSkillData, pCaster, actor, vExcludeList);
                    if (vTargetList.Count >= cnt)
                    {
                        if (filter > 0)
                        {
                            UpdateAreaFilter(filter, cnt, vTargetList);
                        }
                        else
                        {
                            return(vTargetList);
                        }
                    }
                    break;
                }
            }
            return(vTargetList);
        }