骑砍2霸主MOD开发(13)-常用功能组件

2024-06-08 12:12

本文主要是介绍骑砍2霸主MOD开发(13)-常用功能组件,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

一.MOD配置文件路径

    public class PLModuleConstans{public static string ModulePath = Utilities.GetFullModulePath("NativeAssetsTest");public static string ModuleTrackConfigPath = ModulePath + "ModuleTracks/soundtrack.xml";public static string ModuleCrashLogPath = ModulePath + "crash_log.txt";}

二.Agent

    public class PLAgentUtilities{public enum Axix{X,Y,Z}public static void AgentMoveAlongAxix(Agent agent, float distance, Axix rotateAxix){MatrixFrame frame = agent.Frame;Vec3 axixVec = Vec3.Zero;if (rotateAxix == Axix.Z){axixVec = frame.rotation.u;}else if (rotateAxix == Axix.X){axixVec = frame.rotation.s;}else if (rotateAxix == Axix.Y){axixVec = frame.rotation.f * (-1);}AgentMoveAlongVector(agent, distance, axixVec);}public static void AgentMoveAlongVector(Agent agent, float distance, Vec3 axixVec){if (agent == null){return;}MatrixFrame frame = agent.Frame;Vec3 position = frame.origin;axixVec.Normalize();position += axixVec * distance;agent.TeleportToPosition(position);}public static void GiveDamageToAgent(Agent attackerAgent, Agent attackedAgent, int damage){Blow blow = new Blow(attackerAgent.Index);blow.DamageType = DamageTypes.Blunt;blow.BoneIndex = attackerAgent.Monster.HeadLookDirectionBoneIndex;blow.GlobalPosition = attackerAgent.Position;blow.GlobalPosition.z = blow.GlobalPosition.z + attackerAgent.GetEyeGlobalHeight();blow.BaseMagnitude = 2000f;blow.WeaponRecord.FillAsMeleeBlow(null, null, -1, -1);blow.InflictedDamage = damage;blow.SwingDirection = attackerAgent.LookDirection;blow.Direction = blow.SwingDirection;blow.DamageCalculated = true;sbyte mainHandItemBoneIndex = attackerAgent.Monster.MainHandItemBoneIndex;AttackCollisionData attackCollisionDataForDebugPurpose = AttackCollisionData.GetAttackCollisionDataForDebugPurpose(false, false, false, true, false, false, false, false, false, false, false, false,CombatCollisionResult.StrikeAgent, -1, 0, 2, blow.BoneIndex, BoneBodyPartType.Head, mainHandItemBoneIndex,Agent.UsageDirection.AttackLeft, -1, CombatHitResultFlags.NormalHit, 0.5f, 1f, 0f, 0f, 0f, 0f, 0f, 0f, Vec3.Up,blow.Direction, blow.GlobalPosition, Vec3.Zero, Vec3.Zero, attackerAgent.Velocity, Vec3.Up);attackedAgent.RegisterBlow(blow, attackCollisionDataForDebugPurpose);}}

三.GameEntity

    public class PLGameEntityUtilities{public enum Axix{X,Y,Z}public static void GameEntityMoveAlongAxix(GameEntity gameEntity, float distance, Axix rotateAxix){MatrixFrame frame = gameEntity.GetFrame();Vec3 axixVec = Vec3.Zero;if (rotateAxix == Axix.Z){axixVec = frame.rotation.u;}else if (rotateAxix == Axix.X){axixVec = frame.rotation.s;}else if (rotateAxix == Axix.Y){axixVec = frame.rotation.f;}GameEntityMoveAlongAxix(gameEntity, distance, axixVec);}public static void GameEntityMoveAlongAxix(GameEntity gameEntity, float distance, Vec3 axixVec){if (gameEntity == null){return;}MatrixFrame frame = gameEntity.GetFrame();Vec3 position = frame.origin;axixVec.Normalize();position += axixVec * distance;frame.origin = position;gameEntity.SetFrame(ref frame);}public static void SetGameEntityRotation(GameEntity gameEntity, Mat3 rotation){if (gameEntity == null){return;}MatrixFrame frame = gameEntity.GetFrame();frame.rotation = rotation;gameEntity.SetFrame(ref frame);}public static void SetGameEntityPosition(GameEntity gameEntity, Vec3 origin){if (gameEntity == null){return;}MatrixFrame frame = gameEntity.GetFrame();frame.origin = origin;gameEntity.SetFrame(ref frame);}public static void SetGameEntityScale(GameEntity gameEntity, Vec3 scale){if (gameEntity == null){return;}MatrixFrame frame = gameEntity.GetFrame();frame.Scale(scale);gameEntity.SetFrame(ref frame);}}

四.Camera

    public class PLCameraUtilities{public enum Axix{X,Y,Z}public static void CameraRotateAroundAxix(MissionScreen missionScreen, float angle, Axix rotateAxix){if (missionScreen == null){return;}MatrixFrame frame = missionScreen.CombatCamera.Frame;Mat3 rotation = frame.rotation;if (rotateAxix == Axix.Z){rotation.RotateAboutForward(angle * MathF.DegToRad);}else if (rotateAxix == Axix.X){rotation.RotateAboutSide(angle * MathF.DegToRad);}else if (rotateAxix == Axix.Y){rotation.RotateAboutUp(angle * MathF.DegToRad);}frame.rotation = rotation;missionScreen.CombatCamera.Frame = frame;missionScreen.SceneView.SetCamera(missionScreen.CombatCamera);}public static void CameraMoveAlongAxix(MissionScreen missionScreen, float distance, Axix rotateAxix){MatrixFrame frame = missionScreen.CombatCamera.Frame;Vec3 axixVec = Vec3.Zero;if (rotateAxix == Axix.Z){axixVec = frame.rotation.f;}else if (rotateAxix == Axix.X){axixVec = frame.rotation.s;}else if (rotateAxix == Axix.Y){axixVec = frame.rotation.u * (-1);}CameraMoveAlongVector(missionScreen, distance, axixVec);}public static void CameraMoveAlongVector(MissionScreen missionScreen, float distance, Vec3 axixVec){if (missionScreen == null){return;}MatrixFrame frame = missionScreen.CombatCamera.Frame;Vec3 position = frame.origin;axixVec.Normalize();position += axixVec * distance;frame.origin = position;missionScreen.CombatCamera.Frame = frame;missionScreen.SceneView.SetCamera(missionScreen.CombatCamera);}}

五.MissionTimer

public abstract class PLCommonBasicMissionTimer : BasicMissionTimer
{private float _triggerInterval = 0.0f;private bool _isTriggerOnce = false;private bool _isTriggered = false;public PLCommonBasicMissionTimer(float triggerInterval, bool isTriggerOnce){_triggerInterval = triggerInterval;_isTriggerOnce = isTriggerOnce;}public void TriggerTimer(){if (_isTriggered && _isTriggerOnce){return;}if (ElapsedTime > _triggerInterval){TriggerTimerScript();Reset();_isTriggered = true;}}public abstract void TriggerTimerScript();
}public class CheckFpsTimer : PLCommonBasicMissionTimer
{public CheckFpsTimer(float triggerInterval, bool isTriggerOnce) : base(triggerInterval, isTriggerOnce){}public override void TriggerTimerScript(){try{ShowFpsInformation();}catch (Exception ex){File.AppendAllLines(PLModuleConstans.ModuleCrashLogPath, new string[] { ex.ToString(), ex.Message, ex.StackTrace });}}private void ShowFpsInformation(){float fps = Utilities.GetFps();float mainFps = Utilities.GetMainFps();InformationManager.DisplayMessage(new InformationMessage(string.Format("fps:{0}, mainFps{1}", fps, mainFps)));}
}#创建MissionBehavior
[DefaultView]
public class MissionAgentBehavior : MissionView
{private List<PLCommonBasicMissionTimer> timers = new List<PLCommonBasicMissionTimer>();public override void OnCreated(){base.OnCreated();CheckFpsTimer checkFpsTimer = new CheckFpsTimer(3f, false);timers.Add(checkFpsTimer);}public override void OnMissionTick(float dt){base.OnMissionTick(dt);timers.ForEach(timer =>{timer.TriggerTimer();});}
}

这篇关于骑砍2霸主MOD开发(13)-常用功能组件的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/1042155

相关文章

springboot+redis实现订单过期(超时取消)功能的方法详解

《springboot+redis实现订单过期(超时取消)功能的方法详解》在SpringBoot中使用Redis实现订单过期(超时取消)功能,有多种成熟方案,本文为大家整理了几个详细方法,文中的示例代... 目录一、Redis键过期回调方案(推荐)1. 配置Redis监听器2. 监听键过期事件3. Redi

VSCode开发中有哪些好用的插件和快捷键

《VSCode开发中有哪些好用的插件和快捷键》作为全球最受欢迎的编程工具,VSCode的快捷键体系是提升开发效率的核心密码,:本文主要介绍VSCode开发中有哪些好用的插件和快捷键的相关资料,文中... 目录前言1、vscode插件1.1 Live-server1.2 Auto Rename Tag1.3

Qt实现对Word网页的读取功能

《Qt实现对Word网页的读取功能》文章介绍了几种在Qt中实现Word文档(.docx/.doc)读写功能的方法,包括基于QAxObject的COM接口调用、DOCX模板替换及跨平台解决方案,重点讨论... 目录1. 核心实现方式2. 基于QAxObject的COM接口调用(Windows专用)2.1 环境

Java实现字符串大小写转换的常用方法

《Java实现字符串大小写转换的常用方法》在Java中,字符串大小写转换是文本处理的核心操作之一,Java提供了多种灵活的方式来实现大小写转换,适用于不同场景和需求,本文将全面解析大小写转换的各种方法... 目录前言核心转换方法1.String类的基础方法2. 考虑区域设置的转换3. 字符级别的转换高级转换

Python使用Matplotlib和Seaborn绘制常用图表的技巧

《Python使用Matplotlib和Seaborn绘制常用图表的技巧》Python作为数据科学领域的明星语言,拥有强大且丰富的可视化库,其中最著名的莫过于Matplotlib和Seaborn,本篇... 目录1. 引言:数据可视化的力量2. 前置知识与环境准备2.1. 必备知识2.2. 安装所需库2.3

Agent开发核心技术解析以及现代Agent架构设计

《Agent开发核心技术解析以及现代Agent架构设计》在人工智能领域,Agent并非一个全新的概念,但在大模型时代,它被赋予了全新的生命力,简单来说,Agent是一个能够自主感知环境、理解任务、制定... 目录一、回归本源:到底什么是Agent?二、核心链路拆解:Agent的"大脑"与"四肢"1. 规划模

MyBatis配置文件中最常用的设置

《MyBatis配置文件中最常用的设置》文章主要介绍了MyBatis配置的优化方法,包括引用外部的properties配置文件、配置外置以实现环境解耦、配置文件中最常用的6个核心设置以及三种常用的Ma... 目录MyBATis配置优化mybatis的配置中引用外部的propertis配置文件⚠️ 注意事项X

SpringBoot+Vue3整合SSE实现实时消息推送功能

《SpringBoot+Vue3整合SSE实现实时消息推送功能》在日常开发中,我们经常需要实现实时消息推送的功能,这篇文章将基于SpringBoot和Vue3来简单实现一个入门级的例子,下面小编就和大... 目录前言先大概介绍下SSE后端实现(SpringBoot)前端实现(vue3)1. 数据类型定义2.

JavaWeb 中的 Filter组件详解

《JavaWeb中的Filter组件详解》本文详细介绍了JavaWeb中的Filter组件,包括其基本概念、工作原理、核心接口和类、配置方式以及常见应用示例,Filter可以实现请求预处理、响应后... 目录JavaWeb 中的 Filter 详解1. Filter 基本概念1.1 什么是 Filter1.

Python+wxPython开发一个文件属性比对工具

《Python+wxPython开发一个文件属性比对工具》在日常的文件管理工作中,我们经常会遇到同一个文件存在多个版本,或者需要验证备份文件与源文件是否一致,下面我们就来看看如何使用wxPython模... 目录引言项目背景与需求应用场景核心需求运行结果技术选型程序设计界面布局核心功能模块关键代码解析文件大