示例#1
0
        /// <summary>
        /// 获取两个角色间距离的平方, 要考虑自己的半径
        /// </summary>
        public float GetSquaredDistanceTo(CController otherActor)
        {
            float d = Vector3.SqrMagnitude(otherActor.LocalPosition - LocalPosition);
            float c = d - m_pawn.Radius - otherActor.Pawn.Radius;

            if (c < 0)
            {
                c = 0;
            }
            return(c * c);
        }
示例#2
0
        /// <summary>
        /// 忽略y轴的两个角色的距离的平方, 要考虑自己的半径
        /// </summary>
        public float GetSquaredXZDistanceTo(CController otherActor)
        {
            Vector3 a = otherActor.LocalPosition;
            Vector3 b = LocalPosition;

            a.y = 0;
            b.y = 0;
            //减去两者的半径
            float c = Vector3.Magnitude(a - b);

            c = c - m_pawn.Radius - otherActor.Pawn.Radius;
            if (c < 0)
            {
                c = 0;
            }
            return(c * c);
        }
示例#3
0
 /// <summary>
 /// target 是否在我视野内
 /// 目前只考虑xz平面. 未来做到有高差的游戏, 我们需要添加高度可视
 /// </summary>
 /// <param name="target">是否在视野内的目标</param>
 /// <param name="viewPoint">眼睛朝向, 如果viewPoint传入的是Vector3.zero, 我们就使用自身的朝向</param>
 /// <returns></returns>
 public bool LineOfSightTo(CController target, Vector3 viewPoint)
 {
     return(m_pawn.FOV.ContainPoint(target.LocalPosition));
 }
示例#4
0
 /// <summary>
 /// 遭受到伤害, 具体的伤害计算写在这里
 /// 不要忘记调用伤害回调
 /// </summary>
 public virtual void InstigatedAnyDamage(float damage, CDamagePacket damageType, CController instigatedBy, CController damageCauser)
 {
 }
示例#5
0
 public bool SameTeam(CController target)
 {
     return(Pawn.Team == target.Pawn.Team);
 }
示例#6
0
 /// <summary>
 /// 忽略y轴的两个角色的距离的平方, 要考虑自己的半径
 /// </summary>
 public float GetSquaredXZDistanceTo_NoRadius(CController otherActor)
 {
     return(GetSquaredXZDistanceTo_NoRadius(otherActor.LocalPosition));
 }