优化 WeaponLance 的攻击逻辑
This commit is contained in:
+7
-3
@@ -65,13 +65,15 @@ namespace Simulation
|
||||
MaxTargets = math.max(1, maxTargets),
|
||||
ShapeType = CollisionShapeCircle,
|
||||
Direction = new float3(0f, 0f, 1f),
|
||||
HalfAngleDeg = 180f
|
||||
HalfAngleDeg = 180f,
|
||||
HalfWidth = 0f,
|
||||
HalfLength = 0f
|
||||
});
|
||||
}
|
||||
|
||||
private void AddAreaCollisionQuery(int queryId, int sourceEntityId, int sourceOwnerEntityId,
|
||||
bool sourceWasActiveAtQueryTime, in Vector3 center, float radius, int maxTargets, int shapeType,
|
||||
in Vector3 direction, float halfAngleDeg)
|
||||
in Vector3 direction, float halfAngleDeg, float halfWidth, float halfLength)
|
||||
{
|
||||
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
|
||||
{
|
||||
@@ -101,7 +103,9 @@ namespace Simulation
|
||||
MaxTargets = math.max(1, maxTargets),
|
||||
ShapeType = shapeType,
|
||||
Direction = new float3(normalizedDirection.x, normalizedDirection.y, normalizedDirection.z),
|
||||
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f)
|
||||
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f),
|
||||
HalfWidth = Mathf.Max(0f, halfWidth),
|
||||
HalfLength = Mathf.Max(0f, halfLength)
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ namespace Simulation
|
||||
private const int CollisionSourceTypeArea = 2;
|
||||
private const int CollisionShapeCircle = 0;
|
||||
private const int CollisionShapeSector = 1;
|
||||
private const int CollisionShapeRectangle = 2;
|
||||
|
||||
// Kept as top-level fields because current regression tests reflect them directly.
|
||||
private NativeList<CollisionQueryData> _collisionQueryInputs;
|
||||
|
||||
Reference in New Issue
Block a user