📄 emgprojectile.cpp
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#include "StdAfx.h"
#include "EmgProjectile.h"
#include "Game/Camera.h"
#include "Map/Ground.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "Sync/SyncTracer.h"
#include "mmgr.h"
CR_BIND_DERIVED(CEmgProjectile, CWeaponProjectile, (float3(0,0,0),float3(0,0,0),NULL,float3(0,0,0),0,0,NULL));
CR_REG_METADATA(CEmgProjectile,(
CR_MEMBER(intensity),
CR_MEMBER(color),
CR_RESERVED(8)
));
CEmgProjectile::CEmgProjectile(const float3& pos, const float3& speed,
CUnit* owner, const float3& color, float intensity, int ttl,
const WeaponDef* weaponDef):
CWeaponProjectile(pos, speed, owner, 0, ZeroVector, weaponDef, 0, true, ttl),
color(color),
intensity(intensity)
{
if (weaponDef) {
SetRadius(weaponDef->collisionSize);
drawRadius=weaponDef->size;
}
#ifdef TRACE_SYNC
tracefile << "New emg: ";
tracefile << pos.x << " " << pos.y << " " << pos.z << " " << speed.x << " " << speed.y << " " << speed.z << "\n";
#endif
if (cegTag.size() > 0) {
ceg.Load(explGenHandler, cegTag);
}
}
CEmgProjectile::~CEmgProjectile(void)
{
}
void CEmgProjectile::Update(void)
{
pos += speed;
ttl--;
if (ttl < 0) {
intensity -= 0.1f;
if (intensity <= 0){
deleteMe = true;
intensity = 0;
}
}
else {
if (cegTag.size() > 0) {
ceg.Explosion(pos, ttl, intensity, 0x0, 0.0f, 0x0, speed);
}
}
UpdateGroundBounce();
}
void CEmgProjectile::Collision(CUnit* unit)
{
CWeaponProjectile::Collision(unit);
}
void CEmgProjectile::Collision() {
if (!(weaponDef->waterweapon && ground->GetHeight2(pos.x, pos.z) < pos.y))
CWeaponProjectile::Collision();
}
void CEmgProjectile::Draw(void)
{
inArray=true;
unsigned char col[4];
col[0]=(unsigned char) (color.x*intensity*255);
col[1]=(unsigned char) (color.y*intensity*255);
col[2]=(unsigned char) (color.z*intensity*255);
col[3]=5;//intensity*255;
float3 interPos=pos+speed*gu->timeOffset;
va->AddVertexTC(interPos-camera->right*drawRadius-camera->up*drawRadius,weaponDef->visuals.texture1->xstart,weaponDef->visuals.texture1->ystart,col);
va->AddVertexTC(interPos+camera->right*drawRadius-camera->up*drawRadius,weaponDef->visuals.texture1->xend,weaponDef->visuals.texture1->ystart,col);
va->AddVertexTC(interPos+camera->right*drawRadius+camera->up*drawRadius,weaponDef->visuals.texture1->xend,weaponDef->visuals.texture1->yend,col);
va->AddVertexTC(interPos-camera->right*drawRadius+camera->up*drawRadius,weaponDef->visuals.texture1->xstart,weaponDef->visuals.texture1->yend,col);
}
int CEmgProjectile::ShieldRepulse(CPlasmaRepulser* shield,float3 shieldPos, float shieldForce, float shieldMaxSpeed)
{
float3 dir=pos-shieldPos;
dir.Normalize();
if(dir.dot(speed)<shieldMaxSpeed){
speed+=dir*shieldForce;
return 2;
}
return 0;
}
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