示例#1
0
    //static int TestCount = 0;
    void SpawnAmmoParticleObj(XKNpcHealthCtrl healthScript = null)
    {
        if (AmmoType != PlayerAmmoType.ChuanTouAmmo)
        {
            //不是穿甲弹.
            if (IsCreatAmmoParticle == true)
            {
                //已经创建过爆炸粒子.
                return;
            }
            IsCreatAmmoParticle = true;
        }

        //if (AmmoType == PlayerAmmoType.DaoDanAmmo)
        //{
        //    TestCount++;
        //    SSDebug.LogWarning("SpawnAmmoParticleObj -> healthScript ============= " + healthScript
        //        + ", TestCount == " + TestCount
        //        + ", time == " + Time.time.ToString("f3"));
        //}

        //if (TestCount >= 100)
        //{
        //    TestCount = 0;
        //}

#if USE_SPHERE_HIT
        GameObject objParticle = null;
        GameObject hitObj      = CheckPlayerAmmoOverlapSphereHit(1);
        if (hitObj == null)
        {
            switch (AmmoType)
            {
            case PlayerAmmoType.PuTongAmmo:
                break;

            default:
                objParticle = AmmoExplode;
                break;
            }
        }
        else
        {
            string tagHitObj = hitObj.tag;
            switch (AmmoType)
            {
            case PlayerAmmoType.PuTongAmmo:
                XKAmmoParticleCtrl ammoParticleScript = hitObj.GetComponent <XKAmmoParticleCtrl>();
                if (ammoParticleScript != null && ammoParticleScript.PuTongAmmoLZ != null)
                {
                    objParticle = ammoParticleScript.PuTongAmmoLZ;
                }
                else
                {
                    switch (tagHitObj)
                    {
                    case "metal":
                        objParticle = MetalParticle;
                        break;

                    case "concrete":
                        objParticle = ConcreteParticle;
                        break;

                    case "dirt":
                        objParticle = DirtParticle;
                        break;

                    case "wood":
                        objParticle = WoodParticle;
                        break;

                    case "water":
                        objParticle = WaterParticle;
                        break;

                    case "sand":
                        objParticle = SandParticle;
                        break;

                    case "glass":
                        objParticle = GlassParticle;
                        break;

                    default:
                        objParticle = AmmoExplode;
                        break;
                    }
                }
                break;

            default:
                switch (tagHitObj)
                {
                case "dirt":
                    objParticle = DirtParticle;
                    break;

                case "water":
                    objParticle = WaterParticle;
                    break;

                default:
                    objParticle = AmmoExplode;
                    break;
                }
                break;
            }
        }

        if (objParticle == null)
        {
            return;
        }

        Vector3    pos = AmmoTran.position;
        Quaternion rot = AmmoTran.rotation;
        if (AmmoType == PlayerAmmoType.ChongJiBoAmmo)
        {
            if (healthScript != null)
            {
                //获取距离冲击波子弹最近的爆炸产生点.
                Transform tr = healthScript.GetAmmoLiZiMinDisSpawnPoint(transform);
                if (tr != null)
                {
                    //冲击波子弹.
                    pos = tr.position;
                    rot = tr.rotation;
                }
            }
            else
            {
                //冲击波子弹没有击中npc时不产生自爆粒子.
                return;
            }
        }
        GameObject obj  = (GameObject)Instantiate(objParticle, pos, rot);
        Transform  tran = obj.transform;
        tran.parent = XkGameCtrl.PlayerAmmoArray;
        XkGameCtrl.CheckObjDestroyThisTimed(obj);

        SSPlayerAmmoBaoJi baoJiAmmo = obj.GetComponent <SSPlayerAmmoBaoJi>();
        if (baoJiAmmo != null)
        {
            bool isDisplayBaoJi = false;
            if (healthScript != null)
            {
                if (healthScript.GetIsDaiJinQuanNpc() == true)
                {
                    //代金券npc.
                    isDisplayBaoJi = true;
                }

                //if (XkGameCtrl.GetInstance().m_SSDebugBaoJi != null)
                //{
                //    //测试爆击代金券npc.
                //    XkGameCtrl.GetInstance().m_SSDebugBaoJi.IsHitDaiJinQuanNpc = healthScript.GetIsDaiJinQuanNpc();
                //}
            }
            //else
            //{
            //    if (XkGameCtrl.GetInstance().m_SSDebugBaoJi != null)
            //    {
            //        //测试爆击代金券npc.
            //        XkGameCtrl.GetInstance().m_SSDebugBaoJi.IsHitDaiJinQuanNpc = false;
            //    }
            //}

            if (isDisplayBaoJi == true)
            {
                //初始化子弹爆炸粒子上的暴击效果.
                baoJiAmmo.Init(PlayerState);
            }
            else
            {
                //隐藏子弹爆炸粒子上的暴击效果.
                baoJiAmmo.HiddenBaoJi();
            }
        }
#else
        GameObject objParticle = null;
        GameObject obj         = null;
        Transform  tran        = null;
        Vector3    hitPos      = transform.position;
        RaycastHit hit;
        Vector3    forwardVal = Vector3.Normalize(AmmoEndPos - AmmoStartPos);
        if (AmmoType == PlayerAmmoType.PuTongAmmo)
        {
            float disVal = Vector3.Distance(AmmoEndPos, AmmoStartPos) + 10f;
            Physics.Raycast(AmmoStartPos, forwardVal, out hit, disVal, PlayerAmmoHitLayer);
            if (hit.collider != null)
            {
                XKAmmoParticleCtrl ammoParticleScript = hit.collider.GetComponent <XKAmmoParticleCtrl>();
                if (ammoParticleScript != null && ammoParticleScript.PuTongAmmoLZ != null)
                {
                    objParticle = ammoParticleScript.PuTongAmmoLZ;
                }
                else
                {
                    string tagHitObj = hit.collider.tag;
                    switch (tagHitObj)
                    {
                    case "metal":
                        if (MetalParticle != null)
                        {
                            objParticle = MetalParticle;
                        }
                        break;

                    case "concrete":
                        if (ConcreteParticle != null)
                        {
                            objParticle = ConcreteParticle;
                        }
                        break;

                    case "dirt":
                        if (DirtParticle != null)
                        {
                            objParticle = DirtParticle;
                        }
                        break;

                    case "wood":
                        if (WoodParticle != null)
                        {
                            objParticle = WoodParticle;
                        }
                        break;

                    case "water":
                        if (WaterParticle != null)
                        {
                            objParticle = WaterParticle;
                        }
                        break;

                    case "sand":
                        if (SandParticle != null)
                        {
                            objParticle = SandParticle;
                        }
                        break;

                    case "glass":
                        if (GlassParticle != null)
                        {
                            objParticle = GlassParticle;
                        }
                        break;
                    }

                    if (objParticle == null)
                    {
                        objParticle = AmmoExplode;
                    }
                }
            }
            else
            {
                objParticle = AmmoExplode;
            }
        }
        else
        {
            float disVal = Vector3.Distance(AmmoEndPos, AmmoStartPos) + 10f;
            Physics.Raycast(AmmoStartPos, forwardVal, out hit, disVal, PlayerAmmoHitLayer);
            if (hit.collider != null)
            {
                string tagHitObj = hit.collider.tag;
                switch (tagHitObj)
                {
                case "dirt":
                    if (DirtParticle != null)
                    {
                        objParticle = DirtParticle;
                    }
                    break;

                case "water":
                    if (WaterParticle != null)
                    {
                        objParticle = WaterParticle;
                    }
                    break;
                }

                if (objParticle == null)
                {
                    objParticle = AmmoExplode;
                }
            }
            else
            {
                objParticle = AmmoExplode;
            }
        }

        if (objParticle == null)
        {
            return;
        }

        hitPos = explodePos;
        switch (AmmoType)
        {
        case PlayerAmmoType.DaoDanAmmo:
            Vector3 AmmoPos = transform.position - (transform.forward * 3f);
            Physics.Raycast(AmmoPos, forwardVal, out hit, 13f, XkGameCtrl.GetInstance().LandLayer);
            if (hit.collider != null)
            {
                Vector3    normalVal = hit.normal;
                Quaternion rotVal    = Quaternion.LookRotation(normalVal);
                obj = (GameObject)Instantiate(objParticle, hitPos, rotVal);
                obj.transform.up = normalVal;
            }
            else
            {
                obj = (GameObject)Instantiate(objParticle, hitPos, transform.rotation);
            }
            break;

        case PlayerAmmoType.ChuanTouAmmo:
            obj = (GameObject)Instantiate(objParticle, explodePos, transform.rotation);
            break;

        default:
            obj = (GameObject)Instantiate(objParticle, hitPos, transform.rotation);
            break;
        }
        tran        = obj.transform;
        tran.parent = XkGameCtrl.PlayerAmmoArray;
        XkGameCtrl.CheckObjDestroyThisTimed(obj);

        XkAmmoTieHuaCtrl tieHuaScript = obj.GetComponent <XkAmmoTieHuaCtrl>();
        if (tieHuaScript != null && tieHuaScript.TieHuaTran != null)
        {
            Transform tieHuaTran = tieHuaScript.TieHuaTran;
            Vector3   AmmoPos    = transform.position - (transform.forward * 3f);
            Physics.Raycast(AmmoPos, forwardVal, out hit, 13f, XkGameCtrl.GetInstance().PlayerAmmoHitLayer);
            if (hit.collider != null)
            {
                tieHuaTran.up = hit.normal;
            }
        }
#endif
    }
示例#2
0
    internal void CheckPlayerBaoJiDengJi(PlayerAmmoType ammoType, PlayerEnum indexPlayer, XKNpcHealthCtrl npcHealth)
    {
        int indexVal = (int)indexPlayer - 1;

        if (indexVal >= 0 && indexVal <= 3)
        {
            if (m_TestBaoJiangData != null)
            {
                if (m_TestBaoJiangData.IsOpenTest == true)
                {
                    if (m_TestBaoJiangData.IndexBaoJi >= 0 && m_TestBaoJiangData.IndexBaoJi <= 3)
                    {
                        //测试暴击数据信息.
                        indexVal = m_TestBaoJiangData.IndexBaoJi;
                        m_PlayerBaoJiDt[indexVal].BaoJiDengJi = indexVal;
                        return;
                    }
                }
            }

            switch (ammoType)
            {
            case PlayerAmmoType.DaoDanAmmo:
            case PlayerAmmoType.PaiJiPaoAmmo:
            case PlayerAmmoType.ChuanTouAmmo:
            case PlayerAmmoType.SanDanAmmo:
            case PlayerAmmoType.ChongJiBoAmmo:
            {
                if (Time.time - m_PlayerBaoJiDt[indexVal].TimeBaoJi > 0.05f)
                {
                    //玩家导弹暴击间隔时间必须大于导弹发射的冷却时间.
                    if (npcHealth != null && npcHealth.GetIsDaiJinQuanNpc() == true)
                    {
                        //只有代金券Npc才可以被暴击.
                        if (Time.time - m_PlayerBaoJiDt[indexVal].TimeBaoJi <= m_TimeBaoJi)
                        {
                            //暴击间隔时间必须小于设定数值.
                            m_PlayerBaoJiDt[indexVal].ShiWuCount = 0;
                            if (m_PlayerBaoJiDt[indexVal].BaoJiDengJi < 3)
                            {
                                //最高4档.
                                m_PlayerBaoJiDt[indexVal].BaoJiDengJi++;
                            }

                            if (m_PlayerBaoJiDt[indexVal].BaoJiDengJi > 3)
                            {
                                m_PlayerBaoJiDt[indexVal].BaoJiDengJi = 3;
                            }
                        }
                        else
                        {
                            m_PlayerBaoJiDt[indexVal].ShiWuCount++;
                        }
                        //SSDebug.LogWarning("npcHealth ===================== " + npcHealth
                        //    + ", BaoJiDengJi ==== " + m_PlayerBaoJiDt[indexVal].BaoJiDengJi
                        //    + ", ShiWuCount ==== " + m_PlayerBaoJiDt[indexVal].ShiWuCount
                        //    + ", time ==== " + Time.time.ToString("f3"));

                        m_PlayerBaoJiDt[indexVal].TimeBaoJi = Time.time;
                        if (m_PlayerBaoJiDt[indexVal].ShiWuCount >= 1)
                        {
                            //失误次数超过n次重置暴击等级信息.
                            //暴击失效.
                            m_PlayerBaoJiDt[indexVal].Reset();
                        }
                    }
                }
                break;
            }
            }
        }
    }
示例#3
0
    bool CheckAmmoHitObj(GameObject hitObjNpc, PlayerEnum playerIndex)
    {
//		BuJiBaoCtrl buJiBaoScript = hitObjNpc.GetComponent<BuJiBaoCtrl>();
//		if (buJiBaoScript != null) {
//			buJiBaoScript.RemoveBuJiBao(playerIndex); //buJiBaoScript
//			return;
//		}

        bool isStopCheckHit = false;

        if (AmmoType != PlayerAmmoType.PaiJiPaoAmmo)
        {
            XKPlayerCheckCamera checkCam = hitObjNpc.GetComponent <XKPlayerCheckCamera>();
            if (checkCam != null)
            {
                IsHitNpcAmmo = true;
                //SSDebug.LogWarning("MoveAmmoOnCompelteITween ============== 55555555555555555");
                MoveAmmoOnCompelteITween();
                return(true);
            }
        }

        XKNpcHealthCtrl healthScript = hitObjNpc.GetComponent <XKNpcHealthCtrl>();

        if (healthScript != null && !healthScript.GetIsDeathNpc())
        {
            /*Debug.Log("Unity:"+"CheckAmmoHitObj -> OnDamageNpc: "
             +"AmmoType "+AmmoType
             +", AmmoName "+AmmoTran.name
             +", NpcName "+healthScript.GetNpcName()
             +", AmmoDamageDis "+AmmoDamageDis);*/
            bool isHitNpc = false;
            switch (AmmoType)
            {
            case PlayerAmmoType.ChuanTouAmmo:
            case PlayerAmmoType.PaiJiPaoAmmo:
            {
                if (NpcHealthList == null)
                {
                    NpcHealthList = new List <XKNpcHealthCtrl>();
                }

                if (!NpcHealthList.Contains(healthScript))
                {
                    NpcHealthList.Add(healthScript);
                    isHitNpc = true;
                }
                break;
            }

            default:
            {
                IsHitNpcAmmo = true;
                //MoveAmmoOnCompelteITween();
                isStopCheckHit = true;
                isHitNpc       = true;
                break;
            }
            }

            if (isHitNpc)
            {
                int baoJiDamage = 0;
                if (AmmoType == PlayerAmmoType.ChuanTouAmmo ||
                    AmmoType == PlayerAmmoType.DaoDanAmmo ||
                    AmmoType == PlayerAmmoType.PaiJiPaoAmmo ||
                    AmmoType == PlayerAmmoType.SanDanAmmo ||
                    AmmoType == PlayerAmmoType.ChongJiBoAmmo)
                {
                    //获取玩家对代金券npc的暴击伤害.
                    XkGameCtrl.GetInstance().m_CaiPiaoHealthDt.CheckPlayerBaoJiDengJi(AmmoType, PlayerState, healthScript);
                    if (XkGameCtrl.GetInstance().m_CaiPiaoHealthDt != null && healthScript.GetIsDaiJinQuanNpc() == true)
                    {
                        baoJiDamage = XkGameCtrl.GetInstance().m_CaiPiaoHealthDt.GetBaoJiDamage(PlayerState);
                    }
                }

                //if (XkGameCtrl.GetInstance().m_CaiPiaoHealthDt != null && healthScript.GetIsDaiJinQuanNpc() == true)
                //{
                //    if (AmmoType == PlayerAmmoType.ChuanTouAmmo
                //        || AmmoType == PlayerAmmoType.DaoDanAmmo
                //        || AmmoType == PlayerAmmoType.PaiJiPaoAmmo
                //        || AmmoType == PlayerAmmoType.SanDanAmmo)
                //    {
                //        //获取玩家对代金券npc的暴击伤害.
                //        XkGameCtrl.GetInstance().m_CaiPiaoHealthDt.CheckPlayerBaoJiDengJi(AmmoType, PlayerState, healthScript);
                //        baoJiDamage = XkGameCtrl.GetInstance().m_CaiPiaoHealthDt.GetBaoJiDamage(PlayerState);
                //    }
                //}
                healthScript.OnDamageNpc(DamageNpc + baoJiDamage, PlayerState, AmmoType, IsAiFireAmmo);
                SpawnAmmoParticleObj(healthScript);
            }

            if (isStopCheckHit == true)
            {
                //停止子弹的伤害检测.
                if (AmmoType == PlayerAmmoType.ChongJiBoAmmo)
                {
                    //冲击波子弹不允许调用MoveAmmoOnCompelteITween.
                }
                else
                {
                    //SSDebug.LogWarning("MoveAmmoOnCompelteITween ============== 44444444444444444");
                    MoveAmmoOnCompelteITween();
                }
            }
        }

        if (hitObjNpc != null)
        {
            NpcAmmoCtrl npcAmmoScript = hitObjNpc.GetComponent <NpcAmmoCtrl>();
            if (npcAmmoScript != null)
            {
                npcAmmoScript.MoveAmmoOnCompelteITween();
            }

            if (AmmoType == PlayerAmmoType.DaoDanAmmo ||
                AmmoType == PlayerAmmoType.GaoBaoAmmo ||
                AmmoType == PlayerAmmoType.PuTongAmmo ||
                AmmoType == PlayerAmmoType.SanDanAmmo ||
                AmmoType == PlayerAmmoType.ChongJiBoAmmo)
            {
                if (hitObjNpc.layer != LayerMask.NameToLayer("Default"))
                {
                    //SSDebug.Log("hitObjNpc ===================================== " + hitObjNpc.name);
                    IsHitNpcAmmo = true;
                    if (AmmoType == PlayerAmmoType.ChongJiBoAmmo)
                    {
                        //冲击波子弹不允许在这里调用MoveAmmoOnCompelteITween,否则会被瞬间删除.
                    }
                    else
                    {
                        //SSDebug.LogWarning("MoveAmmoOnCompelteITween ============== 333333333333333");
                        MoveAmmoOnCompelteITween();
                    }
                    isStopCheckHit = true;
                }
            }
        }
        return(isStopCheckHit);
    }