Files
Sun1602/Client/GameClient/State/SkillStateLightingWave.cpp
T
2022-10-26 12:25:11 +08:00

118 lines
4.1 KiB
C++

//------------------------------------------------------------------------------
// SkillStateLightingWave.cpp
// (C) 2005 Webzen Sunstudio
//------------------------------------------------------------------------------
#include "SunClientPrecompiledHeader.h"
#include "statebase.h"
#include "SkillState.h"
#include "SkillStateLightingWave.h"
#include "Character.h"
#include "Hero.h"
#include "ProjectileManagerEx.h"
#include "SkillInfoParser.h"
#include "SkillEffectFunc.h"
void CreateLightingEffect( Character* pCharacter, const WzVector& TargetPosition, DWORD ActiveDelay )
{
{
//WzVector Position = TargetPosition;
cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget();
pProjectile->SetTargetPosition( TargetPosition );
pProjectile->SetLifeTime(500);
pProjectile->SetActiveDelayTime( 50 + ActiveDelay );
pProjectile->CreateEffect( StrToWzID("I030"), 0, 0 );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
{
WzVector Position = TargetPosition;
Position.z += 2.0f;
cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget();
pProjectile->SetTargetPosition( Position );
pProjectile->SetLifeTime(500);
pProjectile->SetActiveDelayTime( ActiveDelay );
pProjectile->CreateEffect( StrToWzID("I031"), pCharacter->GetObjectKey(), 0 );
//pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
{
WzVector Position = TargetPosition;
Position.z += 0.5f;
cProjectileChaseTarget* pProjectile = new cProjectileChaseTarget();
pProjectile->SetTargetPosition( Position );
pProjectile->SetLifeTime(500);
pProjectile->SetActiveDelayTime( ActiveDelay );
pProjectile->CreateEffect( StrToWzID("F040"), pCharacter->GetObjectKey(), 0 );
pProjectile->SetHitData( pCharacter->GetObjectKey(), pCharacter->GetCurrentAttackSerial(), 0, FALSE, 0, FALSE );
g_ProjectileManagerEx.InsertProjectile( pProjectile );
}
}
BOOL SkillStateLightingWave::OnProcessCustemEvent( int nEventIndex, Object* pOwner, DWORD CurTime,DWORD dwTick )
{
if( nEventIndex == 1 )
{
Character* pCharacter = (Character*)pOwner;
SkillEffectFunc::CreateHandEffect( pCharacter, pCharacter->GetObjectKey(), StrToWzID("D003"), pCharacter->GetWeaponBonePos(0));
WzVector TargetPosition;
{
// 1
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x += 0.0f;
TargetPosition.y += 0.0f;
CreateLightingEffect( pCharacter, TargetPosition, 0 );
// 2
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x += 1.0f;
TargetPosition.y += 1.0f;
CreateLightingEffect( pCharacter, TargetPosition, 300 );
// 3
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x -= 1.0f;
TargetPosition.y -= 1.0f;
CreateLightingEffect( pCharacter, TargetPosition, 500 );
// 4
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x += 1.0f;
TargetPosition.y -= 1.0f;
CreateLightingEffect( pCharacter, TargetPosition, 700 );
// 5
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x -= 1.0f;
TargetPosition.y += 1.0f;
CreateLightingEffect( pCharacter, TargetPosition, 900 );
// 6
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x -= 1.2f;
TargetPosition.y += 1.2f;
CreateLightingEffect( pCharacter, TargetPosition, 1100 );
// 7
TargetPosition = pCharacter->GetCurrentAction()->SKILL.vTargePos;
TargetPosition.x -= 0.0f;
TargetPosition.y += 0.0f;
CreateLightingEffect( pCharacter, TargetPosition, 1300 );
}
}
return FALSE;
}