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https://github.com/genxium/DelayNoMore
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Started preparation of in-place clone utilities in jsexport.
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File diff suppressed because one or more lines are too long
@ -1294,6 +1294,8 @@ func NewMeleeBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, s
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func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool, teamId int32, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, blState, framesInBlState, explosionFrames, speciesId int32) *FireballBullet {
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return &FireballBullet{
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BlState: blState,
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FramesInBlState: framesInBlState,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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@ -1333,3 +1335,61 @@ func NewFireballBullet(bulletLocalId, originatedRenderFrameId, offenderJoinIndex
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},
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}
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}
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func CloneMeleeBullet(blState, framesInBlState int32, dynamicBattleAttr *BulletBattleAttr, staticBulletConfig *BulletConfig, dst *MeleeBullet /* preallocated */) {
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dst.BlState = blState
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dst.FramesInBlState = framesInBlState
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dst.BattleAttr.BulletLocalId = dynamicBattleAttr.BulletLocalId
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dst.BattleAttr.OriginatedRenderFrameId = dynamicBattleAttr.OriginatedRenderFrameId
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dst.BattleAttr.OffenderJoinIndex = dynamicBattleAttr.OffenderJoinIndex
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dst.BattleAttr.TeamId = dynamicBattleAttr.TeamId
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dst.Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way
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}
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func CloneFireballBullet(blState, framesInBlState, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed int32, dynamicBattleAttr *BulletBattleAttr, staticBulletConfig *BulletConfig, dst *FireballBullet /* preallocated */) {
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dst.BlState = blState
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dst.FramesInBlState = framesInBlState
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dst.VirtualGridX = virtualGridX
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dst.VirtualGridY = virtualGridY
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dst.DirX = dirX
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dst.DirY = dirY
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dst.VelX = velX
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dst.VelY = velY
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dst.Speed = speed
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dst.BattleAttr.BulletLocalId = dynamicBattleAttr.BulletLocalId
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dst.BattleAttr.OriginatedRenderFrameId = dynamicBattleAttr.OriginatedRenderFrameId
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dst.BattleAttr.OffenderJoinIndex = dynamicBattleAttr.OffenderJoinIndex
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dst.BattleAttr.TeamId = dynamicBattleAttr.TeamId
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dst.Bullet = staticBulletConfig // It's OK to just assign the pointer here, static bullet config is meant to be passed this way
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}
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func ClonePlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId, revivalVirtualGridX, revivalVirtualGridY int32, dst *PlayerDownsync) {
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dst.Id = id
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dst.VirtualGridX = virtualGridX
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dst.VirtualGridY = virtualGridY
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dst.DirX = dirX
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dst.DirY = dirY
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dst.VelX = velX
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dst.VelY = velY
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dst.FramesToRecover = framesToRecover
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dst.FramesInChState = framesInChState
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dst.ActiveSkillId = activeSkillId
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dst.ActiveSkillHit = activeSkillHit
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dst.FramesInvinsible = framesInvinsible
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dst.Speed = speed
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dst.BattleState = battleState
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dst.CharacterState = characterState
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dst.JoinIndex = joinIndex
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dst.Hp = hp
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dst.MaxHp = maxHp
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dst.ColliderRadius = colliderRadius
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dst.InAir = inAir
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dst.OnWall = onWall
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dst.OnWallNormX = onWallNormX
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dst.OnWallNormY = onWallNormY
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dst.CapturedByInertia = capturedByInertia
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dst.BulletTeamId = bulletTeamId
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dst.ChCollisionTeamId = chCollisionTeamId
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dst.RevivalVirtualGridX = revivalVirtualGridX
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dst.RevivalVirtualGridY = revivalVirtualGridY
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}
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