示例#1
0
    //TODO fix all of these uses of delta time, which is usually false on the first frame anyway

    void Explode(float deltaTime)
    {
        Vector3 gravity  = Physics.gravity; //TODO get actual gravity from parent projectile. better yet, implement getpos from proj
        Vector3 position = PhysicsTools.GetPosition(prevPosition, prevVelocity, gravity, deltaTime);

        ExplosionManager.instance.GetItem(position, data.explosion.range);
    }
示例#2
0
    void FireAt(float deltaTime, Quaternion direction, float speed)
    {
        //calculate real position in this frame
        //TODO use projectile to also get _lastTime ???
        //If I want an actual replayability, this is gonna be a mess
        Vector3 gravity  = Physics.gravity; //TODO get actual gravity from parent projectile
        Vector3 position = PhysicsTools.GetPosition(prevPosition, prevVelocity, gravity, deltaTime);

        for (int i = 0; i < data.shot.rate; i++)
        {
            ProjectileManager.instance.InitProjectile(this, position, transform.rotation, currentTime, data.projectile, data.effect);
        }
    }