176 lines
6.5 KiB
C#
176 lines
6.5 KiB
C#
using UnityEngine;
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using System.Collections;
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/// <summary>
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/// CL ejector.发射器
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/// </summary>
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using Coolape;
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using XLua;
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namespace Coolape
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{
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public class CLEjector : MonoBehaviour
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{
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//public CLUnit role;
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Transform _transform;
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ListPool listPool = new ListPool();
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public Transform[] firePoints;
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public Transform transform
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{
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get
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{
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if (_transform == null)
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{
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_transform = gameObject.transform;
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}
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return _transform;
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}
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}
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public void fire(CLUnit attacker, CLUnit target, object bulletAttr, object data, object callbak)
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{
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fire(1, 1, 0, attacker, target, bulletAttr, data, callbak);
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}
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public void fire(int numPoints, int numEach, float angle, CLUnit attacker, CLUnit target, object bulletAttr, object data, object callbak)
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{
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fire(-1, numPoints, numEach, angle, 0.15f, attacker, target, bulletAttr, data, callbak);
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}
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public void fire(int numPoints, int numEach, float angle, float offsetTime, CLUnit attacker, CLUnit target, object bulletAttr, object data, object callbak)
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{
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fire(-1, numPoints, numEach, angle, offsetTime, attacker, target, bulletAttr, data, callbak);
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}
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public void fire(int firePointIndex, int numPoints, int numEach, float angle, float offsetTime, CLUnit attacker, CLUnit target, object attr, object data, object callbak)
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{
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if (attacker == null || attr == null)
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{
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return;
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}
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//#if UNITY_EDITOR
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// CLTest cltest = GetComponent<CLTest>();
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// if(cltest == null) {
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// cltest = gameObject.AddComponent<CLTest>();
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// }
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// cltest.fire ( numPoints, numEach, angle, attacker);
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//#endif
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Transform firePoint = null;
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if (firePointIndex < 0 || firePoints == null || firePoints.Length <= firePointIndex)
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{
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firePoint = transform;
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}
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else
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{
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firePoint = firePoints[firePointIndex];
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}
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int h = NumEx.bio2Int(MapEx.getBytes(attr, "High"));
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bool isZeroY = h > 0 ? true : false;
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if (numPoints > 0)
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{
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// get fire point
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bool needFireMid = false; //是否需要在中间发射(是奇数时需要)
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int half = numPoints / 2;
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if (numPoints % 2 == 0)
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{
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needFireMid = false;
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}
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else
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{
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needFireMid = true;
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}
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Vector3 pos2 = Vector3.zero;
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Vector3 dir = Vector3.zero;
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for (int i = 0; i < numEach; i++)
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{
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if (needFireMid)
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{
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dir = attacker.mbody.forward;
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if (isZeroY)
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{
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dir.y = 0;
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}
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// StartCoroutine (createBullet (attacker, target, firePoint.position, dir, attr, data, callbak, i * 0.1f));
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object[] list = {
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attacker,
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target,
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firePoint.position,
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dir,
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attr,
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data,
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callbak
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};
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InvokeEx.invokeByFixedUpdate((Callback)createBullet2, list, i * offsetTime);
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}
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for (int j = 1; j <= half; j++)
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{
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pos2 = AngleEx.getCirclePointStartWithYV3(firePoint.position, 2, attacker.mbody.eulerAngles.y - j * angle);
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if (isZeroY)
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{
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pos2.y = 0;
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}
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dir = pos2 - firePoint.position;
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// StartCoroutine (createBullet (attacker, target, firePoint.position, dir, attr, data, callbak, i * 0.1f));
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object[] list = {
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attacker,
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target,
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firePoint.position,
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dir,
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attr,
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data,
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callbak
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};
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InvokeEx.invokeByFixedUpdate((Callback)createBullet2, list, i * offsetTime);
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pos2 = AngleEx.getCirclePointStartWithYV3(firePoint.position, 2, attacker.mbody.eulerAngles.y + j * angle);
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if (isZeroY)
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{
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pos2.y = 0;
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}
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dir = pos2 - firePoint.position;
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// StartCoroutine (createBullet (attacker, target, firePoint.position, dir, attr, data, callbak, i * 0.1f));
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object[] list2 = {
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attacker,
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target,
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firePoint.position,
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dir,
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attr,
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data,
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callbak
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};
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InvokeEx.invokeByFixedUpdate((Callback)createBullet2, list2, i * offsetTime);
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}
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}
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}
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}
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void createBullet2(params object[] paras)
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{
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if (paras == null)
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return;
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object[] list = (object[])(paras[0]);
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if (list.Length >= 7)
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{
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CLUnit attacker = (CLUnit)(list[0]);
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CLUnit target = (CLUnit)(list[1]);
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Vector3 orgPos = (Vector3)(list[2]);
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Vector3 dir = (Vector3)(list[3]);
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object attr = (object)(list[4]);
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object data = (object)(list[5]);
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object callbak = (object)(list[6]);
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CLBulletBase.fire(attacker, target, orgPos, dir, attr, data, callbak);
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}
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list = null;
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}
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IEnumerator createBullet(CLUnit attacker, CLUnit target, Vector3 orgPos, Vector3 dir, object attr, object data, object callbak, float waitSeconds)
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{
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yield return new WaitForSeconds(waitSeconds);
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CLBulletBase.fire(attacker, target, orgPos, dir, attr, data, callbak);
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}
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}
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} |