public void GetNearEnemys(long unSrcBeastId, int nMaxDis, bool bNeedInLine, ref List <long> listBeastId) { Beast beastById = Singleton <BeastManager> .singleton.GetBeastById(unSrcBeastId); if (beastById != null && null != listBeastId) { CVector3 pos = beastById.Pos; this.GetNearEnemys(unSrcBeastId, pos, bNeedInLine, nMaxDis, ref listBeastId); } }
public void GetNearEnemys(long unSrcBeastId, CVector3 vSrcPos, bool bNeedInLine, int nMaxDis, ref List <long> listBeastId) { List <long> allEnemys = Singleton <BeastManager> .singleton.GetAllEnemy(unSrcBeastId); foreach (long current in allEnemys) { Beast beast = Singleton <BeastManager> .singleton.GetBeastById(current); if (!beast.IsDead) { uint num = base.CalDistance(beast.Pos, vSrcPos); if (num <= nMaxDis) { if (!bNeedInLine || base.IsLine(beast.Pos, vSrcPos)) { listBeastId.Add(current); } } } } }
public CPtcCReq_AddRoleToScene() : base(1023) { this.m_unRoleId = 0; this.m_oInitPos = new CVector3(); }
public CPtcCNtf_AddRoleToScene() : base(1024) { this.m_dwRoleID = 0; this.m_oInitialPos = new CVector3(); }
public CTerrainNodeData(int nType) { this.m_nType = nType; this.m_oPos = new CVector3(); }
public CTerrainNodeData() { this.m_nType = 0; this.m_oPos = new CVector3(); }