public override void Activate() { base.Activate(); Action = AgentActionFactory.Create(AgentActionFactory.E_Type.E_PLAY_ANIM) as AgentActionPlayAnim; Action.AnimName = Owner.BlackBoard.DesiredAnimName; Owner.BlackBoard.AddAction(Action); }
public override void Activate() { base.Activate(); Action = AgentActionFactory.Create(AgentActionFactory.E_Type.PlayAnim) as AgentActionPlayAnim; Action.AnimName = Owner.BlackBoard.Desires.Animation; Owner.BlackBoard.ActionAdd(Action); }
/// <summary> /// 使用E_Type创建AgentAction命令. /// </summary> /// <param name="_type">_type.</param> static public AgentAction Create(E_Type _type) { int index = (int)_type; AgentAction a; if (_UnusedActions[index].Count > 0) { a = _UnusedActions[index].Dequeue(); } else { switch (_type) { case E_Type.E_Idle: a = new AgentActionIdle(); break; case E_Type.E_Move: a = new AgentActionMove(); break; case E_Type.E_Weapon_Show: a = new AgentActionWeaponShow(); break; case E_Type.E_Attack: a = new AgentActionAttack(); break; case E_Type.E_Play_Anim: a = new AgentActionPlayAnim(); break; default: Debug.LogError("No AgentAction Create!!! Type: " + _type.ToString()); return(null); } } a.Reset(); a.SetActive(); #if DEBUG _ActiveActions.Add(a); #endif return(a); }
/// <summary> /// 使用E_Type创建AgentAction命令. /// </summary> /// <param name="_type">_type.</param> static public AgentAction Create(E_Type _type) { int index = (int)_type; AgentAction a; if (_UnusedActions[index].Count > 0) { a = _UnusedActions[index].Dequeue(); } else { switch (_type) { case E_Type.E_IDLE: a = new AgentActionIdle(); break; case E_Type.E_MOVE: a = new AgentActionMove(); break; case E_Type.E_WEAPON_SHOW: a = new AgentActionWeaponShow(); break; case E_Type.E_ATTACK: a = new AgentActionAttack(); break; case E_Type.E_PLAY_ANIM: a = new AgentActionPlayAnim(); break; case E_Type.E_GOTO: a = new AgentActionGoTo(); break; //case E_Type.E_COMBAT_MOVE: // a = new AgentActioCombatMove(); // break; //case E_Type.E_ATTACK_ROLL: // a = new AgentActionAttackRoll(); // break; //case E_Type.E_ATTACK_WHIRL: // a = new AgentActionAttackWhirl(); // break; //case E_Type.E_INJURY: // a = new AgentActionInjury(); // break; //case E_Type.E_DAMAGE_BLOCKED: // a = new AgentActionDamageBlocked(); // break; //case E_Type.E_BLOCK: // a = new AgentActionBlock(); // break; //case E_Type.E_ROLL: // a = new AgentActionRoll(); // break; //case E_Type.E_INCOMMING_ATTACK: // a = new AgentActionIncommingAttack(); // break; //case E_Type.Rotate: // a = new AgentActionRotate(); // break; //case E_Type.E_USE_LEVER: // a = new AgentActionUseLever(); // break; //case E_Type.E_PLAY_IDLE_ANIM: // a = new AgentActionPlayIdleAnim(); // break; //case E_Type.E_DEATH: // a = new AgentActionDeath(); // break; //case E_Type.E_KNOCKDOWN: // a = new AgentActionKnockdown(); // break; //case E_Type.Teleport: // a = new AgentActionTeleport(); // break; default: Debug.LogError("No AgentAction Create!!! Type: " + _type.ToString()); return(null); } } a.Reset(); a.SetActive(); #if DEBUG _ActiveActions.Add(a); #endif return(a); }
public static AgentAction Create(E_Type type) { int index = (int)type; AgentAction a; if (m_UnusedActions[index].Count > 0) { a = m_UnusedActions[index].Dequeue(); } else { switch (type) { case E_Type.Idle: a = new AgentActionIdle(); break; case E_Type.Move: a = new AgentActionMove(); break; case E_Type.Sprint: a = new AgentActionSprint(); break; case E_Type.Goto: a = new AgentActionGoTo(); break; case E_Type.Attack: a = new AgentActionAttack(); break; case E_Type.Melee: a = new AgentActionMelee(); break; case E_Type.Injury: a = new AgentActionInjury(); break; case E_Type.Roll: a = new AgentActionRoll(); break; case E_Type.WeaponChange: a = new AgentActionWeaponChange(); break; case E_Type.Rotate: a = new AgentActionRotate(); break; case E_Type.Use: a = new AgentActionUse(); break; case E_Type.PlayAnim: a = new AgentActionPlayAnim(); break; case E_Type.PlayIdleAnim: a = new AgentActionPlayIdleAnim(); break; case E_Type.Death: a = new AgentActionDeath(); break; case E_Type.Knockdown: a = new AgentActionKnockdown(); break; case E_Type.Teleport: a = new AgentActionTeleport(); break; case E_Type.CoverEnter: a = new AgentActionCoverEnter(); break; case E_Type.CoverMove: a = new AgentActionCoverMove(); break; case E_Type.CoverFire: a = new AgentActionCoverFire(); break; case E_Type.CoverFireCancel: a = new AgentActionCoverFireCancel(); break; case E_Type.CoverLeave: a = new AgentActionCoverLeave(); break; case E_Type.Reload: a = new AgentActionReload(); break; case E_Type.UseItem: a = new AgentActionUseItem(); break; case E_Type.ConstructGadget: a = new AgentActionConstructGadget(); break; case E_Type.TeamCommand: a = new AgentActionTeamCommand(); break; default: Debug.LogError("no AgentAction to create"); return(null); } } a.Reset(); a.SetActive(); // DEBUG !!!!!! // m_ActionsInAction.Add(a); return(a); }