示例#1
0
        /// <summary>
        /// 移动
        /// </summary>
        protected void Move()
        {
            float time = Time.fixedTime - mCreateTime;

            if (time > LifeTime)
            {
                EventOnOutOfLifeTime?.Invoke(this);
                Destroy(gameObject);
                return;
            }
            Vector3    originalPos   = mOriginalPos;
            Vector3    projectilePos = transform.position;
            Vector3    targetPos     = TargetObject.transform.position;
            Quaternion projectileRotation;
            bool       hit = Const_Trajectory.Move(MoveType, VelocityOrTimeSpend, TrajectoryRotation, Radius, ProjectileRotation, time, ref originalPos, ref projectilePos, out projectileRotation, LaunchPos, targetPos, AlwaysFaceTarget, TimeOfLostControl);

            EventOnMove?.Invoke(this, mOriginalPos, transform.position, originalPos, projectilePos, projectileRotation);
            mOriginalPos       = originalPos;
            transform.position = projectilePos;
            float   angle;
            Vector3 direction;

            projectileRotation.ToAngleAxis(out angle, out direction);
            transform.rotation = Quaternion.FromToRotation(Vector3.forward, targetPos - LaunchPos) * Quaternion.Euler(0, 0, angle);
            Debug.Log(transform.rotation.eulerAngles);
            if (hit)
            {
                if (TargetObject != null)
                {
                    GameObject lanuch = Instantiate(ImpactEffect, TargetObject.transform.position, transform.rotation);
                }
                EventOnHit?.Invoke(this);
                DestroyImmediate(gameObject);
            }
        }
        /// <summary>
        /// 选择渲染
        /// </summary>
        private void OnDrawGizmosSelected()
        {
            float      time           = 0f;
            Vector3    targetPos      = TargetObject == null ? transform.forward.normalized * 10 + transform.position : TargetObject.transform.position;
            Vector3    newOriginalPos = transform.position;
            Vector3    newProjectilePos;
            Quaternion projectileRotation;

            Const_Trajectory.Move_UpdateProjectilePosAndRotation(TrajectoryRotation, Radius, ProjectileRotation, time, newOriginalPos, out newProjectilePos, out projectileRotation, newOriginalPos, targetPos, AlwaysFaceTarget);
            Vector3 preOriginalPos   = newOriginalPos;
            Vector3 preProjectilePos = newProjectilePos;
            bool    hit = false;

            while (!hit)
            {
                float debugInterval = time - DebugProjectileTime;
                if (debugInterval <= 0 && Mathf.Abs(time - DebugProjectileTime) < Time.fixedDeltaTime)
                {
                    Gizmos.color = Color.green;
                    Gizmos.DrawSphere(newProjectilePos, 0.5f);
                    Vector3 polarAxis  = -Vector3.Cross((targetPos - transform.position), Vector3.up).normalized;
                    Vector3 showDirect = (projectileRotation * polarAxis).normalized * 1;
                    Gizmos.DrawLine(newProjectilePos, newProjectilePos + showDirect);
                }

                hit          = Const_Trajectory.Move(MoveType, VelocityOrTimeSpend, TrajectoryRotation, Radius, ProjectileRotation, time, ref newOriginalPos, ref newProjectilePos, out projectileRotation, transform.position, targetPos, AlwaysFaceTarget, TimeOfLostControl);
                Gizmos.color = Color.yellow;
                Gizmos.DrawLine(preOriginalPos, newOriginalPos);
                Gizmos.color = Color.red;
                Gizmos.DrawLine(preProjectilePos, newProjectilePos);

                time            += Time.fixedDeltaTime;
                preOriginalPos   = newOriginalPos;
                preProjectilePos = newProjectilePos;
                if (time > LifeTime)
                {
                    break;
                }
            }
        }