示例#1
0
 void phisicalUpdater_OnCollied(IGameObj Sender, CollisionResult result, GameObjInfo objB)
 {
     if (OnCollied != null)
     {
         InfoRePath.CallEvent(this.mgPath, "OnCollied", OnCollied, this, result, objB);
     }
 }
示例#2
0
 void phisicalUpdater_OnOverlap(IGameObj Sender, CollisionResult result, GameObjInfo objB)
 {
     if (OnOverLap != null)
     {
         InfoRePath.CallEvent(this.mgPath, "OnOverlap", OnOverLap, this, result, objB);
     }
 }
示例#3
0
 void phiUpdater_OnOverlap(IGameObj Sender, CollisionResult result, GameObjInfo objB)
 {
     if (onOverlap != null)
     {
         //onOverlap( this, result, objB );
         InfoRePath.CallEvent(this.MgPath, "onOverlap", onOverlap, this, result, objB);
     }
 }
示例#4
0
 void phiUpdater_OnCollied(IGameObj Sender, CollisionResult result, GameObjInfo objB)
 {
     if (onCollided != null)
     {
         //onCollided( this, result, objB );
         InfoRePath.CallEvent(this.MgPath, "onCollided", onCollided, this, result, objB);
     }
 }
示例#5
0
        void controller_onShoot(object sender, EventArgs e)
        {
            if (onShoot != null)
            {
                InfoRePath.CallEvent(this.MgPath, "onShoot", onShoot, this, skin.GetTurretEndPos(controller.Pos, controller.Azi, controller.turretAzi), controller.Azi + controller.turretAzi);
            }

            skin.BeginRecoil();
        }
示例#6
0
 protected bool Shoot(float ShootAzi)
 {
     if (shootTimer >= 0)
     {
         if (OnShoot != null)
         {
             InfoRePath.CallEvent(this.mgPath, "OnShoot", OnShoot, this, Pos + MathTools.NormalVectorFromAzi(ShootAzi) * SpaceWarConfig.ShootEndDest, ShootAzi);
         }
         shootTimer -= SpaceWarConfig.ShootCD;
         return(true);
     }
     return(false);
 }
示例#7
0
        void controller_OnCollied(IGameObj Sender, CollisionResult result, GameObjInfo objB)
        {
            if (onCollide != null)
            {
                //onCollide(this, result, objB);
                InfoRePath.CallEvent(this.MgPath, "onCollide", onCollide, this, result, objB);
            }

            if (OnCollide != null)
            {
                //OnCollide(result, objB);
                InfoRePath.CallEvent(this.MgPath, "OnCollide", OnCollide, result, objB);
            }
        }
示例#8
0
        void controller_OnOverlap(IGameObj Sender, CollisionResult result, GameObjInfo objB)
        {
            if (onOverLap != null)
            {
                //onOverLap(this, result, objB);
                InfoRePath.CallEvent(this.MgPath, "onOverLap", onOverLap, this, result, objB);
            }

            if (OnOverLap != null)
            {
                //OnOverLap(result, objB);
                InfoRePath.CallEvent(this.MgPath, "OnOverLap", OnOverLap, result, objB);
            }
        }