添加穿透处理
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@ -45,11 +45,20 @@ void Bullet::Update(int delta_time)
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if (hum != master && !hum->dead &&
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(hum->team_id == 0 || master->team_id != hum->team_id)) {
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if (hum->TestCollision(&bullet_collider)) {
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if (meta->i->is_through()) {
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//可穿透
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if (hited_humans_.find(hum) == hited_humans_.end()) {
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hited_humans_.insert(hum);
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objects.insert(hum);
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}
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} else {
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objects.insert(hum);
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}
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}
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}
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}
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}//end for
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float bullet_range = meta->i->range() + master->ability.shot_range + master->BuffAttrAbs(kHAT_ShotRange);
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if (!meta->i->is_through()) {
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std::set<ColliderComponent*> colliders;
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room->map_service.GetColliders(pos.x, pos.y, colliders);
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@ -58,8 +67,6 @@ void Bullet::Update(int delta_time)
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objects.insert(collider->owner);
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}
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}
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}
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float bullet_range = meta->i->range() + master->ability.shot_range + master->BuffAttrAbs(kHAT_ShotRange);
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if (!objects.empty() || distance > bullet_range ) {
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deleted = true;
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if (!objects.empty()) {
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@ -68,6 +75,16 @@ void Bullet::Update(int delta_time)
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PostAttack();
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room->RemoveObjectLater(this);
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}
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} else {
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if (!objects.empty()) {
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OnHit(objects);
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}
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if (distance > bullet_range ) {
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deleted = true;
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PostAttack();
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room->RemoveObjectLater(this);
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}
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}
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}
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}
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@ -30,4 +30,7 @@ class Bullet : public Entity
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void OnHit(std::set<Entity*>& objects);
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void PostAttack();
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private:
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std::set<Human*> hited_humans_;
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};
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