本文整理匯總了C#中wServer.realm.Entity.CreateProjectile方法的典型用法代碼示例。如果您正苦於以下問題:C# Entity.CreateProjectile方法的具體用法?C# Entity.CreateProjectile怎麽用?C# Entity.CreateProjectile使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類wServer.realm.Entity
的用法示例。
在下文中一共展示了Entity.CreateProjectile方法的1個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。
示例1: TickCore
protected override void TickCore(Entity host, RealmTime time, ref object state)
{
if (state == null) return;
int cool = (int) state;
Status = CycleStatus.NotStarted;
if (cool <= 0)
{
if (host.HasConditionEffect(ConditionEffectIndex.Stunned)) return;
Entity player = host.GetNearestEntity(radius, null);
if (player != null || defaultAngle != null || fixedAngle != null)
{
ProjectileDesc desc = host.ObjectDesc.Projectiles[projectileIndex];
double a = fixedAngle ??
(player == null ? defaultAngle.Value : Math.Atan2(player.Y - host.Y, player.X - host.X));
a += angleOffset;
if (predictive != 0 && player != null)
a += Predict(host, player, desc)*predictive;
int dmg;
if (host is Character)
dmg = (host as Character).Random.Next(desc.MinDamage, desc.MaxDamage);
else
dmg = Random.Next(desc.MinDamage, desc.MaxDamage);
double startAngle = a - shootAngle*(count - 1)/2;
byte prjId = 0;
Position prjPos = new Position {X = host.X, Y = host.Y};
for (int i = 0; i < count; i++)
{
Projectile prj = host.CreateProjectile(
desc, host.ObjectType, dmg, time.tickTimes,
prjPos, (float) (startAngle + shootAngle*i));
host.Owner.EnterWorld(prj);
if (i == 0)
prjId = prj.ProjectileId;
}
host.Owner.BroadcastPacket(new ShootPacket
{
BulletId = prjId,
OwnerId = host.Id,
Position = prjPos,
Angle = (float)startAngle,
Damage = (short)dmg,
BulletType = (byte)desc.BulletType,
AngleInc = (float)shootAngle,
NumShots = (byte)count,
}, null);
}
cool = coolDown.Next(Random);
Status = CycleStatus.Completed;
}
else
{
cool -= time.thisTickTimes;
Status = CycleStatus.InProgress;
}
state = cool;
}