90 lines
3.5 KiB
C#
90 lines
3.5 KiB
C#
using Cielonos.MainGame.Characters;
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using UnityEngine;
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namespace Cielonos.MainGame
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{
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public partial class TraceMoveSubmodule : MoveSubmoduleBase
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{
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public Transform projectile => owner.topParent;
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public CharacterBase target;
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public float angularSpeed;
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public float angularAcceleration;
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public float moveSpeed;
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public float moveAcceleration;
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public bool autoConnect;
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public bool autoDisconnect;
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public float detectRadius;
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private float deltaTime => owner.creator.selfTimeSm.DeltaTime;
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private Vector3 step;
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public TraceMoveSubmodule(AttackAreaBase attackArea, CharacterBase target,
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float moveSpeed, float moveAcceleration, float angularSpeed, float angularAcceleration, Vector3 initialDirection,
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bool autoConnect, bool autoDisconnect, float detectRadius, bool stopWhenHit) : base(attackArea, stopWhenHit)
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{
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this.target = target;
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this.angularSpeed = angularSpeed;
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this.angularAcceleration = angularAcceleration;
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this.moveSpeed = moveSpeed;
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this.moveAcceleration = moveAcceleration;
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this.autoConnect = autoConnect;
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this.autoDisconnect = autoDisconnect;
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this.detectRadius = detectRadius;
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projectile.forward = initialDirection;
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}
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public override void Update()
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{
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if (target == null || target.statusSm.isDead)
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{
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moveSpeed += moveAcceleration * deltaTime;
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moveSpeed = Mathf.Max(moveSpeed, 0f);
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unscaledVelocity = projectile.forward * moveSpeed;
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scaledVelocity = timeScaleCoefficient * unscaledVelocity;
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projectile.position += scaledVelocity * deltaTime;
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if (autoConnect)
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{
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if (owner.creator == MainGameManager.Player)
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{
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CharacterBase detectEnemy = BattleManager.EnemySm.GetNearestEnemy(detectRadius, owner.transform);
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if (detectEnemy != null)
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{
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target = detectEnemy;
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}
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}
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}
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return;
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}
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angularSpeed += angularAcceleration * deltaTime;
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moveSpeed += moveAcceleration * deltaTime;
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angularSpeed = Mathf.Max(angularSpeed, 0f);
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moveSpeed = Mathf.Max(moveSpeed, 0f);
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Vector3 direction = target.flexibleCenterPoint.position - projectile.position;
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if (direction != Vector3.zero)
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{
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Quaternion targetRotation = Quaternion.LookRotation(direction);
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// RotateTowards 保证恒定转速,不会因为角度小而变慢
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projectile.rotation = Quaternion.RotateTowards(projectile.rotation, targetRotation, angularSpeed * deltaTime);
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}
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unscaledVelocity = projectile.forward * moveSpeed;
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scaledVelocity = unscaledVelocity * timeScaleCoefficient;
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projectile.position += scaledVelocity * deltaTime;
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if (autoDisconnect)
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{
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float distanceToTarget = Vector3.Distance(projectile.position, target.flexibleCenterPoint.position);
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if (distanceToTarget > detectRadius)
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{
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target = null;
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}
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}
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}
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}
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}
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