本文整理汇总了PHP中Monster::onUpdate方法的典型用法代码示例。如果您正苦于以下问题:PHP Monster::onUpdate方法的具体用法?PHP Monster::onUpdate怎么用?PHP Monster::onUpdate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Monster
的用法示例。
在下文中一共展示了Monster::onUpdate方法的2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PHP代码示例。
示例1: onUpdate
public function onUpdate($currentTick)
{
$config = Server::getInstance()->getMobConfig();
if ($config->get("living-zombie") == "true") {
if (!isset($this->ai)) {
$this->ai = new ZombieAI($this);
}
$this->ai->onUpdate($currentTick);
}
parent::onUpdate($currentTick);
}
示例2: onUpdate
public function onUpdate($currentTick)
{
if ($this->closed !== false) {
return false;
}
if ($this->getLevel()->getServer()->aiConfig["zombie"] != 2) {
return parent::onUpdate($currentTick);
}
$this->lastUpdate = $currentTick;
$this->timings->startTiming();
$hasUpdate = parent::onUpdate($currentTick);
if ($this->isAlive()) {
/* Don't use time directly
* Instead, get remainder of current time divided by 24,000
* This tells us the time of day, which is what we really need
*/
$timeOfDay = abs($this->getLevel()->getTime() % 24000);
if (0 < $timeOfDay and $timeOfDay < 13000) {
$this->setOnFire(2);
}
//僵尸起火
$p = $this->getNearestPlayer();
//找到最近的可以被仇恨的玩家
if (!$p) {
$this->hated = false;
if (++$this->moveTicker >= 100) {
$this->moveDirection = $this->generateRandomDirection();
$this->moveTicker = 0;
}
} else {
$this->hated = $p;
if ($p->distance($this) <= $this->fire_r) {
$p->setOnFire(2);
}
//点燃玩家
if (!$this->tempTicking) {
if (++$this->hateTicker >= 10 or $this->moveDirection == null) {
//每0.5秒获取僵尸前进的新方向
$this->moveDirection = $this->generateDirection($p);
$this->hateTicker = 0;
}
}
}
if ($this->tempTicking) {
//帮助僵尸寻找新的方向走出困境
if (++$this->tempTicker >= 20) {
$this->tempTicking = false;
$this->tempTicker = 0;
}
}
if ($this->hated instanceof Player) {
//攻击玩家
if ($this->hated->distance($this) < $this->attack_r) {
$this->hated->attack(2, new EntityDamageByEntityEvent($this, $this->hated, EntityDamageEvent::CAUSE_ENTITY_ATTACK, 2));
}
}
if ($this->moveDirection != null) {
if ($this->motionX ** 2 + $this->motionZ ** 2 <= $this->moveDirection->lengthSquared()) {
$motionY = $this->getVelY();
//僵尸运动计算
if ($motionY >= 0) {
$this->motionX = $this->moveDirection->x * $this->moveSpeed;
$this->motionZ = $this->moveDirection->z * $this->moveSpeed;
$this->motionY = $motionY;
} else {
$this->moveDirection = $this->generateRandomDirection();
//生成随机运动方向
$this->moveTicker = 0;
$this->tempTicking = true;
}
}
} else {
$this->moveDirection = $this->generateRandomDirection();
$this->moveTicker = 0;
}
//var_dump($this->moveDirection,$this->motionX,$this->motionZ);
$expectedPos = new Vector3($this->x + $this->motionX, $this->y + $this->motionY, $this->z + $this->motionZ);
if ($this->motionY == 0) {
$this->motionY -= $this->gravity;
}
//重力计算
$this->move($this->motionX, $this->motionY, $this->motionZ);
if ($expectedPos->distanceSquared($this) > 0) {
$this->moveDirection = $this->generateRandomDirection();
}
$friction = 1 - $this->drag;
$this->motionX *= $friction;
//$this->motionY *= 1 - $this->drag;
$this->motionZ *= $friction;
$f = sqrt($this->motionX ** 2 + $this->motionZ ** 2);
$this->yaw = -atan2($this->motionX, $this->motionZ) * 180 / M_PI;
//视角计算
//$this->pitch = (-atan2($f, $this->motionY) * 180 / M_PI);
$this->updateMovement();
}
$this->timings->stopTiming();
return $hasUpdate or !$this->onGround or abs($this->motionX) > 1.0E-5 or abs($this->motionY) > 1.0E-5 or abs($this->motionZ) > 1.0E-5;
}