Inheritance: IProjectileInfo
示例#1
0
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;
            pos       = args.Source;
            source    = args.Source;

            var world = args.SourceActor.World;

            if (info.LaunchAngle.Length > 1)
            {
                angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
            }
            else
            {
                angle = info.LaunchAngle[0];
            }

            if (info.Speed.Length > 1)
            {
                speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
            }
            else
            {
                speed = info.Speed[0];
            }

            target = args.PassiveTarget;
            if (info.Inaccuracy.Length > 0)
            {
                var inaccuracy = Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
                var range      = Util.ApplyPercentageModifiers(args.Weapon.Range.Length, args.RangeModifiers);
                var maxOffset  = inaccuracy * (target - pos).Length / range;
                target += WVec.FromPDF(world.SharedRandom, 2) * maxOffset / 1024;
            }

            facing = (target - pos).Yaw.Facing;
            length = Math.Max((target - pos).Length / speed.Length, 1);

            if (!string.IsNullOrEmpty(info.Image))
            {
                anim = new Animation(world, info.Image, new Func <int>(GetEffectiveFacing));
                anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
            }

            if (info.ContrailLength > 0)
            {
                var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
                contrail = new ContrailRenderable(world, color, info.ContrailWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
            }

            trailPalette = info.TrailPalette;
            if (info.TrailUsePlayerPalette)
            {
                trailPalette += args.SourceActor.Owner.InternalName;
            }

            smokeTicks       = info.TrailDelay;
            remainingBounces = info.BounceCount;
        }
示例#2
0
文件: Bullet.cs 项目: dnqbob/OpenRA
        public Bullet(BulletInfo info, ProjectileArgs args)
        {
            this.info = info;
            this.args = args;
            pos       = args.Source;
            source    = args.Source;

            var world = args.SourceActor.World;

            if (info.LaunchAngle.Length > 1)
            {
                angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle));
            }
            else
            {
                angle = info.LaunchAngle[0];
            }

            if (info.Speed.Length > 1)
            {
                speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
            }
            else
            {
                speed = info.Speed[0];
            }

            target = args.PassiveTarget;
            if (info.Inaccuracy.Length > 0)
            {
                var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args);
                target += WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 1024;
            }

            if (info.AirburstAltitude > WDist.Zero)
            {
                target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
            }

            facing = (target - pos).Yaw;
            length = Math.Max((target - pos).Length / speed.Length, 1);

            if (!string.IsNullOrEmpty(info.Image))
            {
                anim = new Animation(world, info.Image, new Func <WAngle>(GetEffectiveFacing));
                anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
            }

            if (info.ContrailLength > 0)
            {
                var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
                contrail = new ContrailRenderable(world, color, info.ContrailWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
            }

            trailPalette = info.TrailPalette;
            if (info.TrailUsePlayerPalette)
            {
                trailPalette += args.SourceActor.Owner.InternalName;
            }

            smokeTicks       = info.TrailDelay;
            remainingBounces = info.BounceCount;

            shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
            shadowAlpha = info.ShadowColor.A;
        }