仙魔无双SDK
面向策划逻辑制作的游戏开发包
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子弹相关逻辑的操作API 更多...
函数 | |
int | FireToPos (FxCreature *pSrcActor, unsigned long nBulletID, int nSpeed, int nX, int nY, int nZ=-1, bool bGravity=true, unsigned long nDistance=0, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0) |
角色pSrcActor朝指定的坐标点nX, nY, nZ发射子弹。如果指定nDistance距离,则以此距离为准 更多... | |
int | FireToPosPolar (FxCreature *pSrcActor, unsigned long nBulletID, int nSpeed, float fRadian, unsigned long nDistance, bool bGravity=true, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0) |
角色pSrcActor朝指定的极坐标点fRadian(方向,弧度), nDistance(距离)发射子弹。 更多... | |
int | FireToTarget (FxCreature *pSrcActor, unsigned long nBulletID, unsigned long nTargetID, int nSpeed, bool bGravity=true, unsigned long nDistance=0, float fOffsetRadian=0.00f, unsigned long nOffsetLength=0, int nOffsetHeight=0) |
角色pSrcActor朝指定ID的对象nTargetID所在方向发射子弹,无视nTargetID之后的移动。不会追踪。 更多... | |
unsigned long | GetHitDistance (FxCreature *pActor) |
获取子弹角色pActor的当前命中距离。 更多... | |
子弹相关逻辑的操作API
int FireToPos | ( | FxCreature * | pSrcActor, |
unsigned long | nBulletID, | ||
int | nSpeed, | ||
int | nX, | ||
int | nY, | ||
int | nZ = -1 , |
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bool | bGravity = true , |
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unsigned long | nDistance = 0 , |
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float | fOffsetRadian = 0.00f , |
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unsigned long | nOffsetLength = 0 , |
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int | nOffsetHeight = 0 |
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角色pSrcActor朝指定的坐标点nX, nY, nZ发射子弹。如果指定nDistance距离,则以此距离为准
pSrcActor | [角色] 角色对象 |
nBulletID | [整数] 子弹的ID |
nSpeed | [整数] 子弹的速度 |
nX | [整数] 子弹的目标坐标:X |
nY | [整数] 子弹的目标坐标:Y |
nZ | [整数] 子弹的目标坐标:Z,默认-1 |
bGravity | [布尔] 是否受重力 |
nDistance | [整数] 子弹的飞行距离 默认0。0 表示: 飞到子弹触发时刻nTargetID所在的位置,(0, N] 表示: 朝nTargetID所在的位置方向飞行指定距离 |
fOffsetRadian | [小数] 创建偏移角度,弧度,默认0.00 |
nOffsetLength | [整数] 创建偏移距离,默认0 |
nOffsetHeight | [整数] 创建偏移高度,默认0 |
1 | 成功 |
0 | 失败 |
int FireToPosPolar | ( | FxCreature * | pSrcActor, |
unsigned long | nBulletID, | ||
int | nSpeed, | ||
float | fRadian, | ||
unsigned long | nDistance, | ||
bool | bGravity = true , |
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float | fOffsetRadian = 0.00f , |
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unsigned long | nOffsetLength = 0 , |
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int | nOffsetHeight = 0 |
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) |
角色pSrcActor朝指定的极坐标点fRadian(方向,弧度), nDistance(距离)发射子弹。
pSrcActor | [角色] 角色对象 |
nBulletID | [整数] 子弹的ID |
nSpeed | [整数] 子弹的速度 |
fRadian | [小数] 弹道角度,相对于pSrcActor的朝向 |
nDistance | [整数] 子弹飞行距离 |
bGravity | [布尔] 是否受重力 |
fOffsetRadian | [小数] 创建偏移角度,弧度,默认0.00 |
nOffsetLength | [整数] 创建偏移距离,默认0 |
nOffsetHeight | [整数] 创建偏移高度,默认0 |
1 | 成功 |
0 | 失败 |
int FireToTarget | ( | FxCreature * | pSrcActor, |
unsigned long | nBulletID, | ||
unsigned long | nTargetID, | ||
int | nSpeed, | ||
bool | bGravity = true , |
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unsigned long | nDistance = 0 , |
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float | fOffsetRadian = 0.00f , |
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unsigned long | nOffsetLength = 0 , |
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int | nOffsetHeight = 0 |
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) |
角色pSrcActor朝指定ID的对象nTargetID所在方向发射子弹,无视nTargetID之后的移动。不会追踪。
pSrcActor | [角色] 角色对象 |
nBulletID | [整数] 子弹的ID |
nTargetID | [整数] 子弹的目标 |
nSpeed | [整数] 子弹的基本速度 |
bGravity | [布尔] 是否受重力 |
nDistance | [整数] 子弹的飞行距离 默认0。0 表示: 飞到子弹触发时刻nTargetID所在的位置,(0, N] 表示: 朝nTargetID所在的位置方向飞行指定距离 |
fOffsetRadian | [小数] 创建偏移角度,弧度,默认0.00 |
nOffsetLength | [整数] 创建偏移距离,默认0 |
nOffsetHeight | [整数] 创建偏移高度,默认0 |
1 | 成功 |
0 | 失败 |
unsigned long GetHitDistance | ( | FxCreature * | pActor | ) |
获取子弹角色pActor的当前命中距离。
pActor | [角色] 角色对象,这里需要是子弹。如果不是子弹,返回默认的数值。 |