public void endSample() { FixVector3 curPosition = get3DPosition(); if (this.owner == null && (forceCheck || (curPosition - lastPosition).squareLength > (Fix64)0.0001f) ) { if (positionSampleType == FBBall.SampleType.TimeSlerp) { world.fbGame.generateRenderAction <RAL.BallSlerpMoveAction>(curPosition.toVector3(), (float)slerpTotalTime); } else if (positionSampleType == FBBall.SampleType.IgnorePositionSampleSlerp) { world.fbGame.generateRenderAction <RAL.InstantBallMovingAction>(curPosition.toVector3()); } else if (positionSampleType == FBBall.SampleType.NormalSample) { world.fbGame.generateRenderAction <RAL.BallMovingAction>(curPosition.toVector3()); } } if (positionSampleType == SampleType.IgnorePositionSampleSlerp || positionSampleType == SampleType.TimeSlerp) { positionSampleType = SampleType.NormalSample; } if (forceCheck) { forceCheck = false; } }
public void onBallCollidedNet(FixVector3 point, FixVector3 preVelocity, FixVector3 curVelocity, FiveElements kickerElement) { fbGame.generateRenderAction <RAL.BallCollidedNetAction>(point.toVector3(), preVelocity.toVector3(), curVelocity.toVector3(), kickerElement); }
public void onBallLanded(FixVector2 point, bool pass, int times, FixVector3 velocity, Fix64 preHeightVelocity) { fbGame.generateRenderAction <RAL.BallLandedAction>(point.toVector2(), pass, times, velocity.toVector3(), (float)preHeightVelocity); }
public void onBallCollidedWall(FixVector3 point, FixVector3 normal, FixVector3 velocity, FiveElements kickerElement) { fbGame.generateRenderAction <RAL.BallCollidedWallAction>(point.toVector3(), normal.toVector3(), velocity.toVector3(), kickerElement); }
public void onShootBallOut(FBActor actor, FixVector3 velocity, Fix64 angle, FixVector3 target) { //jlx2017.05.26-log:因为行为树也要使用这个消息,所以使用fire,而不使用fire2Rendering LogicEvent.fire("onShootBallOut", actor.id); fbGame.generateRenderAction <RAL.BallShootAction>(actor.id, actor.shootingType, velocity.toVector3(), (float)angle, target.toVector3()); }
public void onPassBallOut(FBActor actor, FixVector3 velocity) { fbGame.generateRenderAction <RAL.BallPassAction>(actor.id, velocity.toVector3()); }