示例#1
0
    private void FixedUpdate()
    {
        if (weaponAttribute.active)
        {
            var visi     = false;
            var posi     = Vector3.zero;
            var aimPoint = myCamera.GetAimPoint();

            if (Physics.Raycast(occlusionPoint.position, aimPoint - occlusionPoint.position, out hitInfo, OcclusionSensorDistance, occlusionLayer.layerMask))
            {
                visi = true;
                posi = hitInfo.point;
            }
            if (!velocity.Daim)
            {
                visi = false;
            }
            var msg = new Dot()
            {
                visible  = visi,
                position = posi
            };
            uiMgr.SendEvent(msg);
        }
    }
示例#2
0
    public override void Enter()
    {
        base.Enter();
        _velocity.Drun = false;
        _iKManager.SetAim(true);

        if (_velocity.isLocalPlayer)
        {
            if (_weaponAttribute.bore)
            {
                Sound.PlayOneShot(_audio, sound);
                _iKManager.aimIK.solver.axis = fireAxis;

                // 后坐力
                if (_velocity.aiming)
                {
                    _camera.forceX = _weaponAttribute.recoilX;
                    _camera.forceY = Random.Range(-_weaponAttribute.recoilY, _weaponAttribute.recoilY);
                }
                else
                {
                    _camera.forceX = _weaponAttribute.recoilX * 0.5f;
                }

                Transform OcclusionPoint = _weaponHandle.OcclusionPoint;

                if (Physics.Raycast(OcclusionPoint.position, OcclusionPoint.forward, out hitInfo, OcclusionSensorDistance, occlusionLayer.layerMask))
                {
                    startPoint  = OcclusionPoint.position;
                    targetPoint = hitInfo.point;
                    visable     = false;
                }
                else
                {
                    // 激活枪口火光
                    muzzleFlash.SetActive(false);
                    muzzleFlash.SetActive(true);

                    // 弹道扩散
                    if (_velocity.aiming)
                    {
                        float range = _weaponAttribute.runingSpread * 0.5f * Battle.relativeRate;
                        _weaponAttribute.runingSpread += this.spreadFroce;
                        _weaponAttribute.runingSpread  = Mathf.Clamp(_weaponAttribute.runingSpread, 0f, _weaponAttribute.aimSpread);

                        Vector2 offset = new Vector2(Random.Range(-range, range), Random.Range(-range, range));

                        startPoint  = _weaponHandle.shootPoint.position;
                        targetPoint = _camera.GetAimPoint(offset);

                        SendSpreadMsg();
                    }
                    else
                    {
                        float   range  = _weaponAttribute.spread * (_velocity.crouch ? _weaponAttribute.crouchSpreadRate * 0.5f : 0.5f) * Battle.relativeRate;
                        Vector2 offset = new Vector2(Random.Range(-range, range), Random.Range(-range, range));

                        startPoint  = _weaponHandle.shootPoint.position;
                        targetPoint = _camera.GetAimPoint(offset);
                        SendSpreadMsg(_weaponAttribute.spread * (_velocity.crouch ? _weaponAttribute.crouchSpreadRate : 1f) + 20f);
                    }
                    visable = Vector3.Distance(startPoint, targetPoint) >= bulletVisibleDistence;
                }

                Effect.AddBullet(
                    bullet, new Attack()
                {
                    source = _battleMgr,
                    demage = _weaponAttribute.damage,
                },
                    startPoint,
                    targetPoint,
                    _attributes.camp,
                    visable
                    );

                _weaponAttribute.OnFire?.Invoke();

                _photonView.RPC("NetworkFire", PhotonTargets.Others, _weaponAttribute.index, targetPoint);

                if (_weaponAttribute.runtimeMag > 0)
                {
                    _weaponAttribute.runtimeMag--;
                    _weaponAttribute.bore = true;
                }
                else
                {
                    _weaponAttribute.bore = false;
                }
            }
            timer.Enter(_weaponAttribute.interval);

            // 发送ui消息
            SendUiMsgs();

            _battleMgr.AddFire();

            _camera.mainCamera.fieldOfView += 0.25f;
        }
        else
        {
            Sound.PlayOneShot(_audio, sound);
            _iKManager.aimIK.solver.axis = fireAxis;

            Transform OcclusionPoint = _weaponHandle.OcclusionPoint;
            if (Physics.Raycast(OcclusionPoint.position, OcclusionPoint.forward, out hitInfo, OcclusionSensorDistance, occlusionLayer.layerMask))
            {
                startPoint = OcclusionPoint.position;
                visable    = false;
            }
            else
            {
                // 激活枪口火光
                muzzleFlash.SetActive(false);
                muzzleFlash.SetActive(true);
                startPoint = _weaponHandle.shootPoint.position;
            }

            Effect.AddBullet(
                bullet, new Attack()
            {
                source = _battleMgr,
                demage = 0
            },
                startPoint,
                targetPoint,
                _attributes.camp,
                visable,
                false
                );
        }
    }