private void Update() { if (!runner || !runner.stateMachine || !runner.stateMachine.attacker || runner.stateMachine.isStop) { return; } var me = runner.stateMachine.attacker; Collider[] hitColliders; hitColliders = Physics.OverlapSphere(me.transform.position, radius, SkillDamageCaculate.GetDamageLayer()); for (int i = 0; i < hitColliders.Length; i++) { var enemy = NetworkUtil.GetAttr(hitColliders[i].gameObject); if (enemy != null && SkillLogic.IsEnemy(me, enemy.gameObject)) { if (!hurtEnemy.Contains(enemy.gameObject)) { var dir = enemy.transform.position - me.transform.position; dir.y = 0; var cos = Vector3.Dot(dir.normalized, transform.forward); Log.AI("DamageHit " + runner.stateMachine.name + " " + enemy.name + " cos " + cos + " a " + cosAngle); if (cos > cosAngle) { DoDamage(enemy.gameObject); hurtEnemy.Add(enemy.gameObject); } } } } Log.AI("Check Damage Shape " + runner.stateMachine.name); }
/// <summary> ///子弹伤害计算也交给skillLayoutRunner执行 /// </summary> /// <param name="other">Other.</param> void DoDamage(Collider other) { if (SkillLogic.IsEnemy(runner.stateMachine.attacker, other.gameObject)) { var skillData = runner.stateMachine.skillFullData.skillData; if (!string.IsNullOrEmpty(skillData.HitSound)) { BackgroundSound.Instance.PlayEffect(skillData.HitSound); } if (runner != null) { runner.DoDamage(other.gameObject); } } }
/// <summary> /// 延迟等待 /// 判定是否是一次性伤害技能 还是持续性伤害 /// /// 开始判定伤害,技能没有结束 /// 无伤害只移动对象 /// /// /// </summary> void Update() { passTime += Time.deltaTime; if (passTime < delayTime) { return; } if (Once && damageYet) { return; } if (!runner || !runner.stateMachine || !runner.stateMachine.attacker) { return; } if (enable && !runner.stateMachine.isStop) { if (!NoHurt) { //物理碰撞检测 玩家附近 或者 碰撞体附近的单位 Collider[] hitColliders; if (SyncWithPlayer) { hitColliders = Physics.OverlapSphere(runner.stateMachine.attacker.transform.position, radius, SkillDamageCaculate.GetDamageLayer()); } else { hitColliders = Physics.OverlapSphere(transform.position, radius, SkillDamageCaculate.GetDamageLayer()); } for (int i = 0; i < hitColliders.Length; i++) { if (SkillLogic.IsEnemy(runner.stateMachine.attacker, hitColliders[i].gameObject)) { if (!hurtEnemy.Contains(hitColliders[i].gameObject)) { if (shape == Shape.Sphere) { DoDamage(hitColliders[i].gameObject); hurtEnemy.Add(hitColliders[i].gameObject); } else if (shape == Shape.Angle) { Log.AI("DamageHit " + runner.stateMachine.name + " " + hitColliders[i].name); var dir = hitColliders[i].gameObject.transform.position - transform.position; var cos = Vector3.Dot(dir.normalized, transform.forward); if (cos > cosAngle) { DoDamage(hitColliders[i].gameObject); hurtEnemy.Add(hitColliders[i].gameObject); } } } } } Log.AI("Check Damage Shape " + runner.stateMachine.name); damageYet = true; } ///DamageShape 开始移动玩家 同时也移动玩家 if (runner != null && runner.Event.attachOwner) { Log.Sys("Move Attack With DamageShape"); if (!enableYet) { StartCoroutine(MoveOwner()); } } enableYet = true; } }