武器系统Weapon systemWord格式.docx

上传人:b****1 文档编号:4783636 上传时间:2023-05-04 格式:DOCX 页数:13 大小:19.15KB
下载 相关 举报
武器系统Weapon systemWord格式.docx_第1页
第1页 / 共13页
武器系统Weapon systemWord格式.docx_第2页
第2页 / 共13页
武器系统Weapon systemWord格式.docx_第3页
第3页 / 共13页
武器系统Weapon systemWord格式.docx_第4页
第4页 / 共13页
武器系统Weapon systemWord格式.docx_第5页
第5页 / 共13页
武器系统Weapon systemWord格式.docx_第6页
第6页 / 共13页
武器系统Weapon systemWord格式.docx_第7页
第7页 / 共13页
武器系统Weapon systemWord格式.docx_第8页
第8页 / 共13页
武器系统Weapon systemWord格式.docx_第9页
第9页 / 共13页
武器系统Weapon systemWord格式.docx_第10页
第10页 / 共13页
武器系统Weapon systemWord格式.docx_第11页
第11页 / 共13页
武器系统Weapon systemWord格式.docx_第12页
第12页 / 共13页
武器系统Weapon systemWord格式.docx_第13页
第13页 / 共13页
亲,该文档总共13页,全部预览完了,如果喜欢就下载吧!
下载资源
资源描述

武器系统Weapon systemWord格式.docx

《武器系统Weapon systemWord格式.docx》由会员分享,可在线阅读,更多相关《武器系统Weapon systemWord格式.docx(13页珍藏版)》请在冰点文库上搜索。

武器系统Weapon systemWord格式.docx

9.Addtheattributestatic="

1"

intheItemobject;

Lettheweaponsinthegamescenenotmoveandincreasetherotate="

attributetorotatetheweaponinthegamescene

Runthetesttoseeiftheaboveattributesareineffect

10.AddcollisiondetectionmemberfunctiononCollision(%this,%obj,%col)fortheweaponobjectdatasetobject,andcalltheplayer'

sweaponfunctioninthefunctiontolettheweaponappearintheplayer'

TheonCollisionfunctionparameterindicatesthat%thisistheobjectoftheweaponitem%objastheobjectoftheweaponitem%colistheobjectthatobjectstotheobjectistheplayer

Thetestplayerwillbeabletopickuptheweapon

3.Thestatuschangeoftheweaponisrealizedbyaddingmembersoftheweapondatasetobject

11.TheeyeOffsetattributeisaddedtotheweapondatasetobject,sothatthepositionoftheweaponinthefirstpersonstatewillnotbemoved

EyeOffset="

0.10.4-0.6"

;

Runthetesttoseeiftheweapon'

spositionrelativetotheeyechangesinthefirstperson

12.Thedefinitionattributeoftheweaponstateisaddedtotheweapondatasetobjectsothattheweaponcanbeswitchedbetweenseveralstates

//preactivationstatus

StateName[0]="

Preactivate"

StateTransitionOnLoaded[0]="

Activate"

.

//thestateofthetransitioncondition//transformation

StateTransitionOnNoAmmo[0]="

NoAmmo"

//activation

StateName[1]="

StateTransitionOnTimeout[1]="

Ready"

StateTimeoutValue[1]=0.6;

StateSequence[1]="

//standby

StateName[2]="

StateTransitionOnNoAmmo[2]="

StateTransitionOnTriggerDown[2]="

Fire"

//fire

StateName[3]="

StateTransitionOnTimeout[3]="

Reload"

StateTimeoutValue[3]=0.1;

StateFire[3]=true;

StateRecoil[3]=LightRecoil;

StateAllowImageChange[3]=false;

StateSequence[3]="

StateScript[3]="

onFire"

//ammunition

StateName[4]="

StateTransitionOnNoAmmo[4]="

StateTransitionOnTimeout[4]="

StateTimeoutValue[4]=0.5;

StateAllowImageChange[4]=false;

StateSequence[4]="

StateEjectShell[4]=true;

//noammunition

StateName[5]="

StateTransitionOnAmmo[5]="

StateSequence[5]="

StateTransitionOnTriggerDown[5]="

DryFire"

//dryfire

StateName[6]="

StateTimeoutValue[6]=1.0;

StateTransitionOnTimeout[6]="

Runthetesttoseeiftheweaponhasastatuschangeeffect

13.Jointhememberfunctionoftheweapondatasetobject(%this,%obj,%slot),callthefunctionsetImageAmmo,whichsetstheweaponcartridgeinthefunction,andequipitwithammunitionwhilepickinguptheweapon

TheonMountfunctionparameterindicatesthat%thisistheweapondatasetobject%objastheobjectoftheweapon'

sobject%slotfortheweapon'

sbulletobject

Whethertheweaponissettousetheammunitionfunction:

playerobject.SetImageAmmo(bulletsobject,whethertherearebullets(trueorfalse));

Runthetesttoseeiftheweaponhasammunition

Iv.Bulletsthataddweaponstoachieveweapon'

sfiringfunction

14.ThebulletProjectileDatasetobjectthatdefinestheweaponisCrossbowProjectile,andtheprojectileShapeNamepropertyofthisobjectisassociatedwiththebulletmodelfile

15.AddshotforweaponsdatasetonFire(%this,obj,%%slot)memberfunctions,createabulletobjectProjectileinfunction,forthebulletobjectadddatablockpropertiesforCrossbowProjectile,addinitialVelocityattributevalueforthe"

001"

addinitialPositionattributevalueis%obj.ThegetMuzzlePointslot(%),addsourceObjectvalueis%obj

TheononFirefunctionparameterindicatesthat%thisistheweapondatasetobject%objistheobjectthatisequippedwithweaponandtheplayer%slotisthebulletobjectforthatweapon

Propertydescription:

TheinitialdirectionandvectoroftheinitialVelocity//bullet

InitialPosition//initialpositionofthebullet

SourceObject//anobjectthatfiresabullet(action:

thebulletwillnotcollidewithitsobject)

Runthetesttoseeiftheweaponisfiredafterfiring

16.FromTorqueinstallerSDK/example/starter.TheFPS/client/UIdirectoryiscopiedtothecrossHair.PNGsightpicturetohergameproject/client/UIdirectory,andopenthedirectoryplayGui.GUIfilefoundinthefiletocreateGuiCrossHairHudtypegameobjectcodeiscopiedtotheproject/client/UI/playGuiGUIfile

Runthetesttoseeifthereisasightinthegame

17.Usethefollowingmemberfunctionstocompletethecalculationofthedirectionofthebullet:

Memberfunctiondescription:

Playerobject.GetMuzzlePoint(%slot)//getthelocationofthemuzzle

Playerobjects.

GetMuzzleVector(%slot)//thedirectionofthemuzzle

Playerobject.GetVelocity();

//avectorthatmovesthedirectionandspeedoftheplayer

Vectorcalculationfunction:

V3isequaltoVectorAdd(v1,v2)//youcanaddvectorsv1andv2togetthev3vector

V3isequaltoVectorScale(v1,10)//I'

mgoingtozoomin10timesthevectorv1togetthev3vector

Formula1:

theinitialdirectionofthebullet=thevectorofthedirectionofthegun

Runthetesttoseeifthedirectionofthebulletinthegameisalignedwiththedirectionofthegun

Formula2:

theinitialdirectionofthebullet=300timesthevectorofthedirectionofthegun

Runthetesttoseeifthebulletisgettingfasterinthegame

Formula3:

theinitialdirectionofthebulletisequalto300timesthevectorofthedirectionofthegun,plusthevectorofthemovementofthecharacter

Runthetesttoseeifthedirectionofthebulletinthemovementisinlinewiththesight

18.AdjustthepropertiesofProjectileDataforthebulletdatasetandachievetheeffectofthegrenadestillout

Lifetime=5000;

//determinehowlongitwilltaketobedeletedfromthegameworld

FadeDelay=5000;

//howlongafterthegenerationhasbecometransparent(iehidden)

BounceElasticity=0;

//bounceheightaftercollision

BounceFriction=0;

//thelostmomentumofthebounce

IsBallistic=true;

//confirmthatthegravitationalpullofgravityisnotvalidforthegravityoftheearth.

GravityMod=0.001;

//gravity

6.Usetheattachedparticlestorealizetheparticleeffectofweaponbullets

19.Thedataset(particleledata)objectthatcreatestheparticlebeforedefiningtheweaponscriptisCrossbowBoltParticle

20.ThetextureNameattributeisspecifiedintheCrossbowBoltParticledatasetasthepathofsmoke.PNG

21.Createtheparticleemitterdataset(ParticleEmitterData)objectCrossbowBoltEmitter

22.SpecifytheparticleattributeasCrossbowBoltParticleintheCrossbowBoltEmitterdataset

23.SpecifytheparticleEmitterattributeinthebulletdatasetobjectCrossbowProjectileasCrossbowBoltEmitter

Runthetesttoseethebulleteffect

24.AddthefollowingattributestotheCrossbowBoltParticleobjecttoseetheeffect

DragCoefficient=0.0;

GravityCoefficient=0.35;

//gravityisnegativetomakeitupward.

InheritedVelFactor=0.00;

//inertiaobtainedfromotherobjects.

LifetimeMS=580;

//thedisplaytimeoftheparticleislong.

LifetimeVarianceMS=150;

UseInvAlpha=false;

SpinRandomMin=15.0;

SpinRandomMax=15.0;

Colors[0]="

0.80.60.00.1"

//setthecolorofasequenceparticle

Colors[1]="

0.80.650.00.1"

Colors[2]="

0.00.00.00.0"

Sizes[0]=1.0;

//setthezoomsizeofasequenceparticle.

Sizes[1]=2.0;

Sizes[2]=4.0;

Times[0]=0.1;

//setthetimeperiodoftheparticlesequence.

Times[1]=0.4;

Times[2]=1.0;

25.AddthefollowingpropertiestotheCrossbowBoltEmitterobjecttoseetheeffect

EjectionPeriodMS=15;

//howmanymillisecondstoemitaparticle.

PeriodVarianceMS=5;

EjectionVelocity=0.35;

//thevelocityoftheparticlemoving.

VelocityVariance=0.20;

ThetaMin=0.0;

MinimumemissionAngleof//particleemitter(xaxis)

ThetaMax=60.0;

MaximumemissionAngleof//particleemitter(xaxis)

Runthetesttoseethemodifiedbulletparticleeffect

7:

realizetheeffectofbulletexplosionparticle

26.

Repeatthe19-22stepsinpart6tocreate:

CrossbowExplosionParticleparticledatasets(ParticleData

展开阅读全文
相关资源
猜你喜欢
相关搜索
资源标签

当前位置:首页 > 人文社科 > 法律资料

copyright@ 2008-2023 冰点文库 网站版权所有

经营许可证编号:鄂ICP备19020893号-2