示例#1
0
        public void OnHitPlayer(PlayerEntity src, PlayerEntity target, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config)
        {
            var       baseDamage = GetPlayerFactor(hit, config) * GetBaseDamage(attackInfo, config);
            Collider  collider   = hit.collider;
            EBodyPart part       = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);

            //有效命中
            if (target.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
            {
                src.statisticsData.Statistics.ShootingPlayerCount++;
            }

            NewWeaponConfigItem newConfig = SingletonManager.Get <WeaponConfigManager>().GetConfigById(src.weaponLogicInfo.WeaponId);

            if (null != newConfig && newConfig.SubType == (int)EWeaponSubType.Hand)
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(_damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Unarmed, (int)part, 0), _damageInfoCollector);
            }
            else
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(_damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Weapon, (int)part, src.weaponLogicInfo.WeaponId), _damageInfoCollector);
            }

            if (target.hasStateInterface && target.stateInterface.State.CanBeenHit())
            {
                target.stateInterface.State.BeenHit();
            }
            ClientEffectFactory.AddHitPlayerEffectEvent(src, target.entityKey.Value, hit.point, hit.point - target.position.Value);
        }
示例#2
0
        public void OnHitPlayer(Contexts contexts, PlayerEntity src, PlayerEntity target, RaycastHit hit, MeleeAttackInfo attackInfo, MeleeFireLogicConfig config, int seq)
        {
            var       baseDamage = GetPlayerFactor(hit, config) * GetBaseDamage(attackInfo, config);
            Collider  collider   = hit.collider;
            EBodyPart part       = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);

            //有效命中

            /*if (target.gamePlay.IsLastLifeState(EPlayerLifeState.Alive))
             * {
             *  src.statisticsData.Statistics.ShootingPlayerCount++;
             * }*/

            WeaponResConfigItem newConfig = SingletonManager.Get <WeaponResourceConfigManager>().GetConfigById(src.WeaponController().HeldWeaponAgent.ConfigId);

            if (null != newConfig && newConfig.SubType == (int)EWeaponSubType.Hand)
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(contexts, _damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Unarmed, (int)part, 0), _damageInfoCollector);
            }
            else
            {
                BulletPlayerUtility.ProcessPlayerHealthDamage(contexts, _damager, src, target, new PlayerDamageInfo(Mathf.CeilToInt(baseDamage), (int)EUIDeadType.Weapon, (int)part, src.WeaponController().HeldWeaponAgent.ConfigId), _damageInfoCollector);
            }

            //由于动画放在客户端做了,服务器调用的命令会被忽视,需要发送事件到客户端
//            if (target.hasStateInterface && target.stateInterface.State.CanBeenHit())
//            {
//                target.stateInterface.State.BeenHit();
//            }

            ClientEffectFactory.AddBeenHitEvent(src, target.entityKey.Value, BulletHitHandler.GeneraterUniqueHitId(src, seq), contexts.session.currentTimeObject.CurrentTime);
            ClientEffectFactory.AddHitPlayerEffectEvent(src, target.entityKey.Value, hit.point, hit.point - target.position.Value);
        }
示例#3
0
        private float GetPlayerFactor(RaycastHit hit, MeleeFireLogicConfig config)
        {
            Collider collider = hit.collider;

            EBodyPart part   = BulletPlayerUtility.GetBodyPartByHitBoxName(collider);
            var       factor = 1f;

            for (int i = 0; i < config.DamageFactor.Length; i++)
            {
                if (config.DamageFactor[i].BodyPart == part)
                {
                    factor = config.DamageFactor[i].Factor;
                    break;
                }
            }
            return(factor);
        }