public BattleWeapon_MachineGun(IWeapon weapon) : base(weapon)
    {
        m_WeaponFireData = m_CfgEternityProxy.GetWeaponDataOfMachineGun(m_WeaponConfig.TypeDateSheetld);
        m_SkillVO        = m_PlayerSkillProxy.GetSkillByID((int)m_WeaponItem.GetBaseConfig().SkillId);

        m_CurrentBulletCount = 0;
        m_State = GunState.Stop;

        // TEST
        //SetupStaticWeaponParam_Debug();
        TranslateUniformParamToWeaponParam();
        // TEST
    }
示例#2
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    /// <summary>
    /// 技能是否正在CD中, 考虑自身CD和公共CD
    /// </summary>
    /// <param name="skillID"></param>
    /// <returns></returns>
    public bool IsOnTriggerCD(int skillID)
    {
        Debug.Assert(m_SkillIDToSkill.ContainsKey(skillID));
        if (!m_SkillIDToSkill.ContainsKey(skillID))
        {
            return(false);
        }

        PlayerSkillVO skill = m_SkillIDToSkill[skillID];

        // 如果是武器技能, 则不考虑公共CD
        return(!skill.IsTriggerCDFinished());
    }
示例#3
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    /// <summary>
    /// 技能是否正在CD中, 考虑自身CD和公共CD
    /// </summary>
    /// <param name="skillID"></param>
    /// <returns></returns>
    public bool IsOnCD(int skillID)
    {
        Debug.Assert(m_SkillIDToSkill.ContainsKey(skillID));
        if (!m_SkillIDToSkill.ContainsKey(skillID))
        {
            return(false);
        }

        PlayerSkillVO skill = m_SkillIDToSkill[skillID];

        // 如果是武器技能, 则不考虑公共CD
        return(skill.GetRemainingCD() > 0 ||
               Time.time < m_SkillTypeToGlobalCDEndTime[GetSkillType(skillID)]);
    }
    /// <summary>
    /// 中心点射线选中的目标
    /// </summary>
    /// <returns></returns>
    private SpacecraftEntity GetTargetSelectedByCenterRay()
    {
        PlayerSkillVO       skillVO     = m_PlayerSkillProxy.GetCurrentWeaponSkill();
        SkillSystemGrow     skillGrow   = skillVO.GetSkillGrow();
        float               maxDistance = skillGrow.Range * SceneController.SPACE_ACCURACY_TO_CLIENT;
        MainCameraComponent mainCam     = CameraManager.GetInstance().GetMainCamereComponent();
        Ray        ray     = new Ray(mainCam.GetPosition(), mainCam.GetForward());
        RaycastHit hitInfo = new RaycastHit();

        if (Physics.Raycast(ray, out hitInfo, maxDistance, LayerUtil.GetLayersIntersectWithSkillProjectile(true)))
        {
            return(hitInfo.collider.attachedRigidbody?.GetComponent <SpacecraftEntity>());
        }
        else
        {
            return(null);
        }
    }
示例#5
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    public float GetRemainingCD(int skillID)
    {
        Debug.Assert(m_SkillIDToSkill.ContainsKey(skillID));
        if (!m_SkillIDToSkill.ContainsKey(skillID))
        {
            return(0f);
        }

        PlayerSkillVO skill             = m_SkillIDToSkill[skillID];
        float         skillCD           = skill.GetRemainingCD();
        float         remainingGlobalCD = Mathf.Clamp(m_SkillTypeToGlobalCDEndTime[(SkillType)skill.GetSkillGrow().SkillType] - Time.time, 0, 99999f);

        if (remainingGlobalCD > skillCD)
        {
            skillCD = remainingGlobalCD;
        }

        return(skillCD);
    }
示例#6
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    /// <summary>
    /// 根据这次射击的弹道方向, 计算命中的目标Entity和目标点
    /// </summary>
    /// <param name="camDirAffectedByRecoil"></param>
    /// <returns></returns>
    protected SkillTarget CalulateTargetDataByShootingDirection(Vector3 camDirAffectedByRecoil)
    {
        // 计算射线碰到的目标点, 并重新计算从Launcher到目标点的方向
        PlayerSkillVO   skillVO     = m_PlayerSkillProxy.GetCurrentWeaponSkill();
        SkillSystemGrow skillGrow   = skillVO.GetSkillGrow();
        float           maxDistance = skillGrow.Range * SceneController.SPACE_ACCURACY_TO_CLIENT;
        Ray             ray         = new Ray(CameraManager.GetInstance().GetMainCamereComponent().GetPosition(), camDirAffectedByRecoil);
        RaycastHit      hitInfo     = new RaycastHit();

        if (Physics.Raycast(ray, out hitInfo, maxDistance, LayerUtil.GetLayersIntersectWithSkillProjectile(true)))
        {
            return(new SkillTarget(hitInfo.collider.attachedRigidbody?.GetComponent <SpacecraftEntity>(), hitInfo.point));
        }
        else
        {
            Vector3 skillReleasingDir = (ray.GetPoint(maxDistance) - m_MainPlayer.GetRootTransform().position).normalized;
            return(new SkillTarget(null, m_MainPlayer.GetRootTransform().position + skillReleasingDir * maxDistance));
        }
    }
示例#7
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 public PlayerSkillVO GetSkillByID(int skillID)
 {
     // 蓄力技能, 在蓄力结束后, 释放的是另外一个技能. 这个技能没有配置在船身上
     // 实际上客户端存储技能实例的信息只是为了保存冷却时间. 这个逻辑检查留给服务器了
     if (!m_SkillIDToSkill.ContainsKey(skillID))
     {
         PlayerSkillVO newSkillVO = PlayerSkillVO.CreateSkillVO(skillID);
         if (newSkillVO != null)
         {
             m_SkillIDToSkill.Add(skillID, newSkillVO);
             return(m_SkillIDToSkill[skillID]);
         }
         else
         {
             return(null);
         }
     }
     else
     {
         return(m_SkillIDToSkill[skillID]);
     }
 }
示例#8
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    /// <summary>
    /// 选中一个新的目标
    /// 1. 与上一帧选中的目标不同
    /// 2. 上一帧选中的目标已经锁定完成, 进行下一轮锁定
    /// </summary>
    /// <returns>是否有新的目标</returns>
    private bool PickNewTarget(out SpacecraftEntity newTarget)
    {
        PlayerSkillVO       skillVO     = m_PlayerSkillProxy.GetCurrentWeaponSkill();
        SkillSystemGrow     skillGrow   = skillVO.GetSkillGrow();
        float               maxDistance = skillGrow.Range * SceneController.SPACE_ACCURACY_TO_CLIENT;
        MainCameraComponent mainCam     = CameraManager.GetInstance().GetMainCamereComponent();
        Ray        ray     = new Ray(mainCam.GetPosition(), mainCam.GetForward());
        RaycastHit hitInfo = new RaycastHit();

        // UNDONE
        // 第一版: 使用屏幕中心射线作为目标选取射线. NOW
        // 第二版: 使用 Physics.BoxCast
        if (Physics.Raycast(ray, out hitInfo, maxDistance, LayerUtil.GetLayersIntersectWithSkillProjectile(true)))
        {
            SpacecraftEntity pickedTarget = hitInfo.collider.attachedRigidbody?.GetComponent <SpacecraftEntity>();
            newTarget = pickedTarget;
            return(true);
        }
        else
        {
            newTarget = null;
            return(false);
        }
    }
示例#9
0
    /// <summary>
    /// 重建技能列表
    /// </summary>
    public void RebuildSkillList()
    {
        RefreshShipSkills();

        ShipProxy shipProxy = GameFacade.Instance.RetrieveProxy(ProxyName.ShipProxy) as ShipProxy;

        IShip currentShip = shipProxy.GetAppointWarShip();

        if (currentShip != null)
        {
            if (m_ShipIDToSkillList == null)
            {
                m_ShipIDToSkillList = new Dictionary <uint, List <PlayerSkillVO> >();
            }

            // 缓存飞船自带技能
            if (!m_ShipIDToSkillList.ContainsKey(currentShip.GetTID()))
            {
                ISkill[]             shipSkills  = currentShip.GetSkillContainer().GetSkills();
                List <PlayerSkillVO> listToCache = new List <PlayerSkillVO>();
                for (int iSkill = 0; iSkill < shipSkills.Length; iSkill++)
                {
                    int           skillID  = (int)shipSkills[iSkill].GetTID();
                    PlayerSkillVO newSkill = PlayerSkillVO.CreateSkillVO(skillID);
                    if (newSkill != null)
                    {
                        listToCache.Add(newSkill);
                        if (!m_SkillIDToSkill.ContainsKey(skillID))
                        {
                            m_SkillIDToSkill.Add(skillID, newSkill);
                        }
                    }
                }

                m_ShipIDToSkillList.Add(currentShip.GetTID(), listToCache);
            }

            // 缓存武器技能
            IWeaponContainer container = currentShip.GetWeaponContainer();
            if (container != null)
            {
                IWeapon[] weapons = container.GetWeapons();
                if (weapons != null)
                {
                    for (int iWeapon = 0; iWeapon < weapons.Length; iWeapon++)
                    {
                        if (weapons[iWeapon] != null)
                        {
                            int           skillID  = (int)weapons[iWeapon].GetBaseConfig().SkillId;
                            PlayerSkillVO newSkill = PlayerSkillVO.CreateSkillVO(skillID);
                            if (newSkill != null)
                            {
                                if (!m_SkillIDToSkill.ContainsKey(skillID))
                                {
                                    m_SkillIDToSkill.Add(skillID, newSkill);
                                }

                                if (!m_ShipIDToSkillList[currentShip.GetTID()].Contains(newSkill))
                                {
                                    m_ShipIDToSkillList[currentShip.GetTID()].Add(newSkill);
                                }
                            }
                        }
                    }
                }
            }
        }
    }
示例#10
0
    /// <summary>
    /// 创建一个新的技能
    /// </summary>
    /// <param name="skillID"></param>
    /// <returns></returns>
    private SkillBase CreateSkill(int skillID)
    {
        SkillCategory skillType = (SkillCategory)m_CfgSkillProxy.GetSkillGrow(skillID).CastWay;

        SkillBase newSkillInstance = null;

        switch (skillType)
        {
        case SkillCategory.Immediate:
        case SkillCategory.Immediate_Trigger:
            newSkillInstance = new SkillImmediate();
            break;

        case SkillCategory.Immediate_MultiShot:
            newSkillInstance = new SkillImmediateMultiShot();
            break;

        case SkillCategory.Chanting:
        case SkillCategory.Chanting_Trigger:
            newSkillInstance = new SkillChanting();
            break;

        case SkillCategory.Charge:
            newSkillInstance = new SkillCharging();
            break;

        case SkillCategory.AutoChannel:
            newSkillInstance = new SkillChannellingBeam(SkillChannellingBeam.ChannellingType.Auto);
            break;

        case SkillCategory.ManualChannel:
            newSkillInstance = new SkillChannellingBeam(SkillChannellingBeam.ChannellingType.Manual);
            break;

        case SkillCategory.RapidFire:
            newSkillInstance = new SkillRapidFire();
            break;

        case SkillCategory.Immediate_MultiShot_MultiTarget:
            newSkillInstance = new SkillImmediateMultiShot_MultiTarget();
            break;

        case SkillCategory.Immediate_MultiTarget:
            newSkillInstance = new SkillImmediate_MultiTarget();
            break;

        case SkillCategory.SelectSkillByBuff:
            newSkillInstance = new SkillSelectByBuff();
            break;

        case SkillCategory.MiningBeam:
            newSkillInstance = new SkillMiningBeam(SkillMiningBeam.ChannellingType.Manual);
            break;

        default:
            newSkillInstance = new SkillBase();
            break;
        }

        if (newSkillInstance == null)
        {
            return(null);
        }

        // FIXME 技能, 重构这部分代码
        // 消除动态分配, 弄一个池子
        if (m_Property.IsMain())
        {
            if (m_SkillProxy.GetSkillByID(skillID) != null)
            {
                newSkillInstance.Initialize(m_Property, m_SkillProxy.GetSkillByID(skillID), OnSkillStopped);
            }
            else
            {
                return(null);
            }
        }
        else
        {
            PlayerSkillVO skillVO = PlayerSkillVO.CreateSkillVO(skillID);
            if (skillVO != null)
            {
                newSkillInstance.Initialize(m_Property, skillVO, OnSkillStopped);
            }
            else
            {
                return(null);
            }
        }

        return(newSkillInstance);
    }