/* 文件名:Sawblade.nut 路径:character/ATGunner/Ranger/Sawblade.nut 创建日期:2022-09-09 19:17 文件用途:技能-枪刃改良(女漫游二觉被动) */ if (!getroottable().rawin("ATGunner_Sawblade_Skill")) ATGunner_Sawblade_Skill <- {} function Sawblade_PassiveSkill(obj, Index, Level) { //Sout("被动技能触发"); } if (getroottable().rawin("ProcPassiveSkill_ATGunner_Table")) ProcPassiveSkill_ATGunner_Table.rawset(235, Sawblade_PassiveSkill); { function ProcAppend_Sawblade_6(obj) { if (sq_GetSkillLevel(obj, 235) < 1) return; local CoolTime = obj.sq_GetIntData(235, 0); local CoolTimer = TimeSTL("SawbladeCoolTime_DC", CoolTime); // 按键C 高度小于100 高度大于10(判断是否已经跳起来了) 冷却未开始计算 或者 不处于冷却状态 if (KeyPress.isKeyPress(5) && obj.getZPos() <= 100 && obj.getZPos() >= 10 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 67); sq_IntVectorPush(pIntVec, 67); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); CoolTimer.Reset(); CoolTimer.Start(); } CoolTime = obj.sq_GetIntData(235, 1); CoolTimer = TimeSTL("SawbladeCoolTime_KZ", CoolTime); // 空中Z if (KeyPress.isKeyPress(6) && obj.getZPos() >= 20 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 69); sq_IntVectorPush(pIntVec, 69); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); CoolTimer.Reset(); CoolTimer.Start(); } } //6号状态 枪刃改良proc声明 if (getroottable().rawin("procAppend_ATGunner_Table")) System.InsertArrayInTable(procAppend_ATGunner_Table, 6, "Sawblade", ProcAppend_Sawblade_6); } { function ProcAppend_Sawblade_15(obj) { if (sq_GetSkillLevel(obj, 235) < 1) return; local CoolTime = obj.sq_GetIntData(235, 2); local CoolTimer = TimeSTL("SawbladeCoolTime_HC", CoolTime); // 按键C 高度小于100 高度大于10(判断是否已经跳起来了) 冷却未开始计算 或者 不处于冷却状态 if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 68); sq_IntVectorPush(pIntVec, 68); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); CoolTimer.Reset(); CoolTimer.Start(); } } //15号状态 枪刃改良proc声明 if (getroottable().rawin("procAppend_ATGunner_Table")) System.InsertArrayInTable(procAppend_ATGunner_Table, 15, "Sawblade", ProcAppend_Sawblade_15); } { function ProcAppend_Sawblade_19(obj) { if (sq_GetSkillLevel(obj, 235) < 1) return; local CoolTime = obj.sq_GetIntData(235, 3); local CoolTimer = TimeSTL("SawbladeCoolTime_LQ", CoolTime); // 按键C 高度小于100 高度大于10(判断是否已经跳起来了) 冷却未开始计算 或者 不处于冷却状态 if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 70); sq_IntVectorPush(pIntVec, 70); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); CoolTimer.Reset(); CoolTimer.Start(); } } //19号状态 枪刃改良proc声明 if (getroottable().rawin("procAppend_ATGunner_Table")) System.InsertArrayInTable(procAppend_ATGunner_Table, 19, "Sawblade", ProcAppend_Sawblade_19); } { function ProcAppend_Sawblade_13(obj) { local pAni = obj.sq_GetCurrentAni(); //当前播放的Ani local currentT = sq_GetCurrentTime(pAni); //Ani的当前时间 local fireT = pAni.getDelaySum(false); //总时间 local srcX = ATGunner_Sawblade_Skill["Xpos"]; // X的起始位置 local srcZ = ATGunner_Sawblade_Skill["Zpos"]; // Z的起始位置 { //双C if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) { local vz = sq_GetAccel(0, 100, currentT, 300, true); local vx = GameC.getQuadraticFunction(obj, 0 + sq_GetAccel(0, 36, currentT, 300, true), 240, 100).tointeger(); //local vz = getQuadraticFunction(obj, 0 + ccz, 40, 100).tointeger(); local dstX = srcX + sq_GetDistancePos(0, obj.getDirection(), vx); //这是要 X 位移随时变动的值 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //这是判断这个值能不能到达 也就是会不会卡墙里 不会 在进行位移 sq_setCurrentAxisPos(obj, 2, srcZ + vz); //这是位移Z轴 } } { //空Z if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691 /*&& ccc.getInt(0) == 1*/ ) { local Zpos = srcZ; local MoveX = Zpos; //移动多少x距离 local MoveZ = Zpos; //移动多少Z距离 local v = sq_GetUniformVelocity(0, MoveX, currentT, Zpos); local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, Zpos); local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); local dstZ = sq_GetDistancePos(Zpos, 0, v2); if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标 sq_setCurrentAxisPos(obj, 2, dstZ); //设置当前z坐标 if (obj.getZPos() <= 1) { local frame = sq_GetAnimationFrameIndex(pAni); switch (frame) { case 0: pAni.setCurrentFrameWithChildLayer(1); break; case 1: return; break; default: return; break; } } } } { //滑铲 local MoveXPos = 50; //滑铲抬手 if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) { local MoveX = MoveXPos; //移动多少x距离 local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值 local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标 } //滑铲冲刺 if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) { local MoveX = MoveXPos * 4; //移动多少x距离 local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值 local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标 } } { //拉起 if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) { local MoveZ = 80; //移动多少Z距离 local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, fireT); //local dstZ = sq_GetDistancePos(srcZ, 0, v2); sq_setCurrentAxisPos(obj, 2, v2); //设置当前z坐标 } } } //13号状态 枪刃改良proc声明 if (getroottable().rawin("procAppend_ATGunner_Table")) System.InsertArrayInTable(procAppend_ATGunner_Table, 13, "Sawblade", ProcAppend_Sawblade_13); } { //设置状态时 function onSetState_Sawblade(obj, state, datas, isResetTimer) { ATGunner_Sawblade_Skill.rawset("Zpos", obj.getZPos()); ATGunner_Sawblade_Skill.rawset("Xpos", obj.getXPos()); //双C { if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) { obj.sq_SetCurrentAnimation(104); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0); } } //空Z { //如果子状态为设定的69号状态 空中z抬手 if (Chr_State_Table[0] == 69 && Chr_State_Table[1] == 69) { //设定ani obj.sq_SetCurrentAnimation(109); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 6.0, 6.0); } //空中z 下落 if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691) { //设定ani obj.sq_SetCurrentAnimation(110); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.5, 1.5); obj.sq_SetCurrentAttackInfo(27); } } { //滑铲 //滑铲起手 if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) { obj.sq_SetCurrentAnimation(105); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0); } //滑铲冲刺 if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) { obj.sq_SetCurrentAnimation(106); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_MOVE_SPEED, SPEED_TYPE_MOVE_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 2.1, 2.1); obj.sq_SetCurrentAttackInfo(26); } } { //拉起 //拉起第一段 if (Chr_State_Table[0] == 70 && Chr_State_Table[1] == 70) { //设定ani obj.sq_SetCurrentAnimation(107); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0); } //拉起第二段 if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) { //设定ani obj.sq_SetCurrentAnimation(108); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0); obj.sq_SetCurrentAttackInfo(28); } } } //13号状态 枪刃改良proc声明 if (getroottable().rawin("onSetState_ATGunner13State_Table")) onSetState_ATGunner13State_Table.rawset("Sawblade", onSetState_Sawblade); } //多重爆头 { function setState_Sawblade_multiheadshot(obj, state, datas, isResetTimer) { if (Chr_State_Table[1] == 1) { local ShootDct = Chr_State_Table[2]; if (obj.getDirection() == 0) { if (ShootDct == 0) ShootDct = 1; else if (ShootDct == 1) ShootDct = 0; } local montab = GameC.findRoundNearAllEnemyRect(obj, 340, 80, ShootDct); if (montab.len() > 0) { local AtkRate = obj.sq_GetLevelData(72, 0, sq_GetSkillLevel(obj, 72)); local ap = sq_getNewAttackInfoPacket(); ap.hitStunTimeAttackerDamager = 600; //僵直时间 ap.powerRate = AtkRate; //百分比 ap.useWeapon = true; //是否吃武器伤害 ap.eType = ATTACKTYPE_PHYSICAL; //攻击类型 魔法还是物理 ap.backForce = 50; //推开距离 ap.upForce = 50; //打击高度 //local ballCount = obj.getMyPassiveObjectCount(24233); //local magicBall = obj.getMyPassiveObject(24233, i) foreach(Object in montab) { sq_SendHitObjectPacketByAttackInfo(obj, Object, ap); //以新的攻击包发送攻击 //sq_SendHitObjectPacket(obj, Object, 0, 0, sq_GetObjectHeight(Object) / 2); } } } } //13号状态 枪刃改良proc声明 if (getroottable().rawin("setState_ATGunner_Table")) System.InsertArrayInTable(setState_ATGunner_Table, 37, "Sawblade", setState_Sawblade_multiheadshot); } //走射 { //ATGunner_Sawblade_Skill.rawset("shoot", 0); function ProcAppend_Sawblade_walkshoot(obj) { //GameC.DestroyPassiveObject(obj,22001); /* if ((obj.isCurrentCutomAniIndex(28) || obj.isCurrentCutomAniIndex(29) || obj.isCurrentCutomAniIndex(30))) { if (ATGunner_Sawblade_Skill["shoot"] == 0) { local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(671); //写入 4 字节数 技能ID //obj.sq_WriteDword(WeaponType); //写入 4 字节数 武器类型 //obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, -10, 20); ATGunner_Sawblade_Skill.rawset("shoot", 1); } } else if ((obj.isCurrentCutomAniIndex(31) || obj.isCurrentCutomAniIndex(32) || obj.isCurrentCutomAniIndex(33))) { if (ATGunner_Sawblade_Skill["shoot"] == 0) { local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(671); //写入 4 字节数 技能ID //obj.sq_WriteDword(WeaponType); //写入 4 字节数 武器类型 //obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, 10, 20); ATGunner_Sawblade_Skill.rawset("shoot", 1); } } else { ATGunner_Sawblade_Skill.rawset("shoot", 0); } */ } //27号状态 枪刃改良proc声明 if (getroottable().rawin("procAppend_ATGunner_Table")) System.InsertArrayInTable(procAppend_ATGunner_Table, 27, "Sawblade", ProcAppend_Sawblade_walkshoot); } //动画结束时 { function onEndCurrentAni_Sawblade(obj) { { //双C的结束 if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 1); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 1); obj.addSetStatePacket(6, pIntVec, STATE_PRIORITY_USER, false, ""); } } { //空Z if (Chr_State_Table[0] == 69 && Chr_State_Table[1] == 69) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 691); sq_IntVectorPush(pIntVec, 691); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); } if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 0); obj.addSetStatePacket(0, pIntVec, STATE_PRIORITY_USER, false, ""); } } { //滑铲 if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 681); sq_IntVectorPush(pIntVec, 681); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); } if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 0); obj.addSetStatePacket(0, pIntVec, STATE_PRIORITY_USER, false, ""); } } { //拉起 if (Chr_State_Table[0] == 70 && Chr_State_Table[1] == 70) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 701); sq_IntVectorPush(pIntVec, 701); obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, ""); } if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) { local pIntVec = sq_GetGlobalIntVector(); sq_IntVectorClear(pIntVec); sq_IntVectorPush(pIntVec, 1); sq_IntVectorPush(pIntVec, 0); sq_IntVectorPush(pIntVec, 200); obj.addSetStatePacket(6, pIntVec, STATE_PRIORITY_USER, false, ""); } } } if (getroottable().rawin("onEndCurrentAni_ATGunner13State_Table")) onEndCurrentAni_ATGunner13State_Table.rawset("Sawblade", onEndCurrentAni_Sawblade); } //关键帧时 { function onKeyFrameFlag_Sawblade(obj, flagIndex) { local WeaponType = obj.getWeaponSubType(); local DamageRate = obj.sq_GetBonusRateWithPassive(235, 13, 0, 3.0); //0左轮 1自动手枪 2步枪 3手炮 4手弩 obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(670); //写入 4 字节数 技能ID obj.sq_WriteDword(WeaponType); //写入 4 字节数 武器类型 obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 40, 0, 20); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(670); //写入 4 字节数 技能ID obj.sq_WriteDword(WeaponType); //写入 4 字节数 武器类型 obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 70, 0, 40); if (WeaponType != 3 && WeaponType != 4) { obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(670); //写入 4 字节数 技能ID obj.sq_WriteDword(8); //写入 4 字节数 武器类型 obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 40, 0, 50); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(670); //写入 4 字节数 技能ID obj.sq_WriteDword(8); //写入 4 字节数 武器类型 obj.sq_WriteDword(flagIndex); //写入 4 字节数 关键帧 obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 70, 0, 70); } } if (getroottable().rawin("onKeyFrameFlag_ATGunner13State_Table")) onKeyFrameFlag_ATGunner13State_Table.rawset("Sawblade", onKeyFrameFlag_Sawblade); } //特效 设置自定义特效时 { function setCustomData_po_atgunner_Sawblade(obj, receiveData) { local WeaponType = receiveData.readDword(); obj.getVar("Type").clear_vector(); obj.getVar("Type").push_vector(WeaponType); local flagIndex = receiveData.readDword(); local DamageRate = receiveData.readDword(); local ani; switch (WeaponType) { case 0: ani = obj.getVar().GetAnimationMap("zuolun", "passiveobject/sqr_po/atgunner/animation/suncha/bulletpistol.ani"); break; case 1: ani = obj.getVar().GetAnimationMap("buqiang", "passiveobject/sqr_po/atgunner/animation/suncha/bulletmusket.ani"); break; case 2: ani = obj.getVar().GetAnimationMap("zidong", "passiveobject/sqr_po/atgunner/animation/suncha/bulletautomatic_31439.ani"); break; case 3: ani = obj.getVar().GetAnimationMap("cannon", "passiveobject/sqr_po/atgunner/animation/suncha/cannon/attack.ani"); break; case 4: ani = obj.getVar().GetAnimationMap("shounu", "passiveobject/sqr_po/atgunner/animation/suncha/bulletbowgun.ani"); break; case 8: ani = obj.getVar().GetAnimationMap("EFFCT", "passiveobject/sqr_po/atgunner/animation/suncha/headshotgunner.ani"); break; default: return; break; } switch (flagIndex) { case 111: sq_SetCustomRotate(obj, sq_ToRadian(-80.0)); break; case 222: sq_SetCustomRotate(obj, sq_ToRadian(-85.0)); break; case 333: sq_SetCustomRotate(obj, sq_ToRadian(-100.0)); break; } obj.setCurrentAnimation(ani); local attackInfo = sq_GetCustomAttackInfo(obj, 0); //设置 特效 使用0号位atk sq_SetCurrentAttackBonusRate(attackInfo, DamageRate); //给攻击信息设置百分比值 sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息 } if (getroottable().rawin("setCustomData_po_atgunner_po_Table")) setCustomData_po_atgunner_po_Table.rawset(670, setCustomData_po_atgunner_Sawblade); function setCustomData_po_atgunner_Sawblade_walkshoot(obj, receiveData) { local DamageRate = receiveData.readDword(); local ani = obj.getVar().GetAnimationMap("Sawblade_walkshoot", "passiveobject/sqr_po/atgunner/animation/suncha/walkshootgun.ani"); obj.setCurrentAnimation(ani); local attackInfo = sq_GetCustomAttackInfo(obj, 0); //设置 特效 使用0号位atk sq_SetCurrentAttackBonusRate(attackInfo, DamageRate); //给攻击信息设置百分比值 sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息 } if (getroottable().rawin("setCustomData_po_atgunner_po_Table")) setCustomData_po_atgunner_po_Table.rawset(671, setCustomData_po_atgunner_Sawblade_walkshoot); } //特效 Ani播放完成时 { function onEndCurrentAni_po_atgunner_Sawblade(obj) { sq_SendDestroyPacketPassiveObject(obj); } if (getroottable().rawin("onEndCurrentAni_po_atgunner_po_Table")) onEndCurrentAni_po_atgunner_po_Table.rawset(670, onEndCurrentAni_po_atgunner_Sawblade); if (getroottable().rawin("onEndCurrentAni_po_atgunner_po_Table")) onEndCurrentAni_po_atgunner_po_Table.rawset(671, onEndCurrentAni_po_atgunner_Sawblade); } //特效 Proc中 { function procAppend_po_atgunner_Sawblade(obj) { local Type = obj.getVar("Type").get_vector(0); if (Type == 3 || Type == 8) return; local pAni = obj.getCurrentAnimation(); local index = sq_GetAnimationFrameIndex(pAni); local currentT = sq_GetCurrentTime(pAni); local fireT = pAni.getDelaySum(false); //总时间 local MoveZ = obj.getZPos(); //移动多少Z距离 if (MoveZ <= 3) { sq_SendDestroyPacketPassiveObject(obj); } local v2 = sq_GetUniformVelocity(MoveZ, 0, currentT, MoveZ * 10); local dstZ = sq_GetDistancePos(0, -MoveZ, v2); sq_setCurrentAxisPos(obj, 2, dstZ); //设置当前z坐标 } if (getroottable().rawin("procAppend_po_atgunner_po_Table")) procAppend_po_atgunner_po_Table.rawset(670, procAppend_po_atgunner_Sawblade); }