本文整理汇总了C#中Attack.SetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Attack.SetPosition方法的具体用法?C# Attack.SetPosition怎么用?C# Attack.SetPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Attack
的用法示例。
在下文中一共展示了Attack.SetPosition方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Attack
public void Attack()
{
Vector2 dirVect = new Vector2(Input.mousePosition.x - (x - C.getCameraInstance().x) * Futile.displayScale - Futile.screen.pixelWidth / 2f, Input.mousePosition.y - (this.y - C.getCameraInstance().y) * Futile.displayScale - Futile.screen.pixelHeight / 2f).normalized;
Direction d = Direction.UP;
if (Mathf.Abs(dirVect.x) > Mathf.Abs(dirVect.y))
{
if (dirVect.x < 0)
d = Direction.LEFT;
else
d = Direction.RIGHT;
}
else if (dirVect.y < 0)
d = Direction.DOWN;
else
d = Direction.UP;
float dist = 30;
Attack attack;
Attack attack2;
Attack attack3;
Attack attack4;
switch (currentAttack)
{
case AttackType.NORMAL:
attack = new Attack(world, d);
attack.SetDirection(d);
attack.SetPosition(this.GetPosition() + dirVect * 5);
Go.to(attack, .35f, new TweenConfig().floatProp("x", dirVect.x * dist, true).floatProp("y", dirVect.y * dist, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack); }));
world.AddObject(attack);
break;
case AttackType.WIDE:
attack = new Attack(world, d);
attack.SetPosition(this.GetPosition() + dirVect * 5);
float angle = Mathf.Atan2(dirVect.y, dirVect.x);
dirVect.x = Mathf.Cos(angle - Mathf.PI / 7f);
dirVect.y = Mathf.Sin(angle - Mathf.PI / 7f);
Go.to(attack, .3f, new TweenConfig().floatProp("x", dirVect.x * dist, true).floatProp("y", dirVect.y * dist, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack); }));
world.AddObject(attack);
attack2 = new Attack(world, d);
world.AddObject(attack2);
Vector2 secondAttackDir = new Vector2(Mathf.Cos(angle + Mathf.PI / 7f), Mathf.Sin(angle + Mathf.PI / 7f));
attack2.SetPosition(this.GetPosition() + secondAttackDir * 5);
Go.to(attack2, .3f, new TweenConfig().floatProp("x", secondAttackDir.x * dist, true).floatProp("y", secondAttackDir.y * dist, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack2); }));
break;
case AttackType.WIDE_TWO:
attack = new Attack(world, d);
attack.SetPosition(this.GetPosition() + dirVect * 5);
angle = Mathf.Atan2(dirVect.y, dirVect.x);
dirVect.x = Mathf.Cos(angle - Mathf.PI / 10f);
dirVect.y = Mathf.Sin(angle - Mathf.PI / 10f);
Go.to(attack, .3f, new TweenConfig().floatProp("x", dirVect.x * dist * 1.5f, true).floatProp("y", dirVect.y * dist * 2f, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack); }));
world.AddObject(attack);
attack2 = new Attack(world, d);
world.AddObject(attack2);
secondAttackDir = new Vector2(Mathf.Cos(angle + Mathf.PI / 10f), Mathf.Sin(angle + Mathf.PI / 10f));
attack2.SetPosition(this.GetPosition() + secondAttackDir * 5);
Go.to(attack2, .3f, new TweenConfig().floatProp("x", secondAttackDir.x * dist * 1.5f, true).floatProp("y", secondAttackDir.y * dist * 2f, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack2); }));
attack3 = new Attack(world, d);
secondAttackDir = new Vector2(Mathf.Cos(angle - Mathf.PI / 4f), Mathf.Sin(angle - Mathf.PI / 4f));
attack3.SetPosition(this.GetPosition() + secondAttackDir * 5);
Go.to(attack3, .3f, new TweenConfig().floatProp("x", secondAttackDir.x * dist, true).floatProp("y", secondAttackDir.y * dist , true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack3); }));
world.AddObject(attack3);
attack4 = new Attack(world, d);
world.AddObject(attack4);
secondAttackDir = new Vector2(Mathf.Cos(angle + Mathf.PI / 4f), Mathf.Sin(angle + Mathf.PI / 4f));
attack4.SetPosition(this.GetPosition() + secondAttackDir * 5);
Go.to(attack4, .3f, new TweenConfig().floatProp("x", secondAttackDir.x * dist, true).floatProp("y", secondAttackDir.y * dist, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(attack4); }));
break;
case AttackType.WIDE_360:
angle = Mathf.Atan2(dirVect.y, dirVect.x);
for (int i = 0; i < 8; i++)
{
Direction attackDir = Direction.UP;
if (Mathf.Abs(dirVect.x) > Mathf.Abs(dirVect.y))
{
if (dirVect.x < 0)
attackDir = Direction.LEFT;
else
attackDir = Direction.RIGHT;
}
else if (dirVect.y < 0)
attackDir = Direction.DOWN;
else
attackDir = Direction.UP;
Attack tempAttackWide = new Attack(world, attackDir);
Vector2 newDirVect = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
tempAttackWide.SetPosition(this.GetPosition() + newDirVect * 5);
tempAttackWide.alpha = 0;
Go.to(tempAttackWide, (i + 1) * .03f, new TweenConfig().floatProp("alpha", 1).onComplete(() =>
{
Go.to(tempAttackWide, .3f, new TweenConfig().floatProp("x", newDirVect.x * dist, true).floatProp("y", newDirVect.y * dist, true).setEaseType(EaseType.QuadOut).onComplete(() => { world.RemoveObject(tempAttackWide); }));
//.........这里部分代码省略.........