using UnityEngine;
using UnityEngine.Networking;
using GlobalDefine;
public class Projectile : MonoBehaviour
{
NetworkInstanceId owner_netid;
NetworkInstanceId target;
Unit owner;
Unit tartget_unit;
float speed = 10;
bool move = false;
Transform _transform;
void Awake()
{
_transform = transform;
}
bool isPet = false;
public void Init(NetworkInstanceId _owner_netid, NetworkInstanceId _target, float _speed, bool _isPet = false)
{
isPet = _isPet;
owner_netid = _owner_netid;
target = _target;
speed = _speed;
owner = UnitManager.GetUnit(owner_netid);
tartget_unit = UnitManager.GetUnit(target);
if (owner == null || tartget_unit == null)
{
Explode(false);
return;
}
_transform.position = isPet && owner.mypet != null ? owner.mypet.GetShotPos() : owner.GetShotPos();//위치 보정은 함
Projectile抛射体类
最新推荐文章于 2025-03-13 19:00:19 发布
本文深入探讨了Projectile抛射体的运动,包括其在二维空间中的轨迹、速度和加速度分析,以及重力如何影响抛射物的运动。通过实例和公式解析,帮助读者掌握如何计算抛射体的飞行时间和落地点。

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