player attack is good
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9cb9a5e71f
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636d4bcbb7
2 changed files with 19 additions and 8 deletions
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@ -111,9 +111,11 @@ namespace ZoFo.GameCore.GameObjects
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public override void DeathEnd()
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{
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Instantiate(new Particle(collisionComponent.stopRectangle.Location.ToVector2() + position + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(collisionComponent.stopRectangle.Location.ToVector2() + position + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(collisionComponent.stopRectangle.Location.ToVector2() + position + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(position - collisionComponent.stopRectangle.Size.ToVector2() / 2 + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(position - collisionComponent.stopRectangle.Size.ToVector2() / 2 + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(position - collisionComponent.stopRectangle.Size.ToVector2() / 2 + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(position - collisionComponent.stopRectangle.Size.ToVector2() / 2 + ExtentionClass.RandomVector() * 20));
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Instantiate(new Particle(position - collisionComponent.stopRectangle.Size.ToVector2() / 2 + ExtentionClass.RandomVector() * 20));
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base.DeathEnd();
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}
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@ -12,6 +12,7 @@ using ZoFo.GameCore.Graphics;
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using System.Diagnostics;
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using ZoFo.GameCore.GUI;
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using System.Runtime.InteropServices;
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using System.Linq;
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namespace ZoFo.GameCore.GameObjects;
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@ -221,7 +222,12 @@ public class Player : LivingEntity
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{
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InputPlayerRotation = updateInput.InputMovementDirection.GetVector2();
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InputWeaponRotation = updateInput.InputAttackDirection.GetVector2();
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DebugHUD.DebugSet("dir", InputWeaponRotation.ToString());
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if (InputPlayerRotation.X != 0f || InputPlayerRotation.Y != 0f)
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{
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InputPlayerRotation /= (InputPlayerRotation.Length());
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}
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DebugHUD.DebugSet("dir", InputPlayerRotation.ToString());
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DebugHUD.DebugSet("dir2", InputWeaponRotation.ToString());
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}
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public void HandleInteract(UpdateInputInteraction updateInputInteraction)
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{
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@ -252,18 +258,21 @@ public class Player : LivingEntity
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reloading = 5;
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IsTryingToShoot = true;
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Entity[] entities = AppManager.Instance.server.collisionManager.GetEntities(GetDamageArea(InputWeaponRotation), this);
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List<Entity> entities = AppManager.Instance.server.collisionManager.GetEntities(GetDamageArea(InputWeaponRotation), this).ToList();
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entities.AddRange(AppManager.Instance.server.collisionManager.GetEntities(GetDamageArea(InputWeaponRotation, 2), this).ToList());
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entities.AddRange(AppManager.Instance.server.collisionManager.GetEntities(GetDamageArea(InputWeaponRotation, 3), this).ToList());
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if (entities != null)
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{
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foreach (Entity entity in entities)
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{
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if (entity is Enemy)
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{
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for (int i = 1; i <= 3; i++)
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for (int i = 3; i <= 3; i++)
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{
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Instantiate(new Particle(
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((position) * i / 3f) +
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((entity.position) * (3 - i) / 3f)
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((position - graphicsComponent.ObjectDrawRectangle.Size.ToVector2() / 2) * (3 - i) / 3f) +
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((entity.position - graphicsComponent.ObjectDrawRectangle.Size.ToVector2() / 2) * i / 3f) + ExtentionClass.RandomVector() * 3
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));
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}
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