internal override void Init(Animator animator)
    {
        base.Init(animator);

        if (m_AimCtrl == null && Entity != null)
        {
            m_AimCtrl = Entity.GetComponentInChildren <IKAimCtrl>();
        }
    }
Beispiel #2
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        void IPeMsg.OnMsg(EMsg msg, params object[] args)
        {
            switch (msg)
            {
            case EMsg.View_Prefab_Build:
                BiologyViewRoot viewRoot = args[1] as BiologyViewRoot;
                m_AnimEffectCtrl = viewRoot.ikAnimEffectCtrl;
                m_IKAimCtrl      = viewRoot.ikAimCtrl;
                m_IKFlashLight   = viewRoot.ikFlashLight;
                m_FBBIK          = viewRoot.fbbik;
                m_GroundFBBIK    = viewRoot.grounderFBBIK;
                m_IKArray        = viewRoot.ikArray;

                if (null != m_IKAimCtrl)
                {
                    m_IKAimCtrl.SetSmoothMoveState(m_SmoothAim);
                }
                m_AutoCloseFBBIK = (null == m_GroundFBBIK);
                if (null != m_FBBIK)
                {
                    m_FBBIK.Disable();
                    m_FBBIK.solver.iterations = 1;
                    m_DefaultMappingValue     = m_FBBIK.solver.leftArmMapping.weight;
                }
                if (null != m_GroundFBBIK)
                {
                    m_DefaultSpineBend = m_GroundFBBIK.spineBend;
                }

                ikEnable                  = m_IKEnable;
                flashLightActive          = m_FlashLightActive;
                enableArmMap              = m_SpineMask.Count == 0;
                enableGrounderSpineEffect = m_SpineMask.Count == 0;
                break;
//			case EMsg.Battle_EnterShootMode:
//				enableGrounderSpineEffect = false;
//				enableArmMap = false;
//				break;
//			case EMsg.Battle_ExitShootMode:
//				enableGrounderSpineEffect = true;
//				enableArmMap = true;
//				break;
//			case EMsg.Battle_PauseShootMode:
//				if(null != m_IKAimCtrl)
//					m_IKAimCtrl.SetActive(false);
//				break;
//			case EMsg.Battle_ContinueShootMode:
//				if(null != m_IKAimCtrl)
//					m_IKAimCtrl.SetActive(true);
//				break;
            }
        }
        public void Reset()
        {
            modelController   = PEUtil.GetCmpt <PEModelController>(transform);
            ragdollController = PEUtil.GetCmpt <PERagdollController>(transform);
            ikArray           = PEUtil.GetCmpts <IK>(transform);
            ikFlashLight      = PEUtil.GetCmpt <IKFlashLight>(transform);
            fbbik             = PEUtil.GetCmpt <FullBodyBipedIK>(transform);
            grounderFBBIK     = PEUtil.GetCmpt <GrounderFBBIK>(transform);
            humanPhyCtrl      = PEUtil.GetCmpt <HumanPhyCtrl>(transform);
            ikAimCtrl         = PEUtil.GetCmpt <IKAimCtrl>(transform);
            ikAnimEffectCtrl  = PEUtil.GetCmpt <IKAnimEffectCtrl>(transform);
            ikDrive           = PEUtil.GetCmpt <IKDrive>(transform);
            defenceTrigger    = PEUtil.GetCmpt <PEDefenceTrigger>(transform);
            pathFinder        = PEUtil.GetCmpt <PEPathfinder>(transform);
            motor             = PEUtil.GetCmpt <PEMotor>(transform);
            steerAgent        = PEUtil.GetCmpt <Steer3D.SteerAgent>(transform);
            animFollow_AF     = PEUtil.GetCmpt <AnimFollow_AF>(transform);
            beatParam         = PEUtil.GetCmpt <BeatParam>(transform);
            moveParam         = PEUtil.GetCmpt <MoveParam>(transform);
            barrelController  = PEUtil.GetCmpt <PEBarrelController>(transform);
            billBoard         = PEUtil.GetCmpt <BillBoard>(transform);
            armorBones        = PEUtil.GetCmpt <ArmorBones>(transform);
            visions           = PEUtil.GetCmpts <PEVision>(transform);
            hears             = PEUtil.GetCmpts <PEHearing>(transform);
            native            = PEUtil.GetCmpt <PENative>(transform);
            monster           = PEUtil.GetCmpt <PEMonster>(transform);
            if (null != modelController)
            {
                modelController.ResetModelInfo();
            }

            if (null != animFollow_AF)
            {
                animFollow_AF.ResetModelInfo();
            }

            if (null != ragdollController)
            {
                ragdollController.ResetRagdoll();
            }
        }
        protected IEnumerator ProcPostBoneLoad()
        {
            //biologyViewRoot.gameObject.SetActive (false);
            if (monoPhyCtrl == null)
            {
                monoPhyCtrl = biologyViewRoot.humanPhyCtrl;
            }
            if (monoIKAimCtrl == null)
            {
                monoIKAimCtrl = biologyViewRoot.ikAimCtrl;
            }
            if (monoIKAnimCtrl == null)
            {
                monoIKAnimCtrl = biologyViewRoot.ikAnimEffectCtrl;
            }
            if (monoModelCtrlr == null)
            {
                monoModelCtrlr = biologyViewRoot.modelController;
            }
            if (monoRagdollCtrlr == null)
            {
                monoRagdollCtrlr = biologyViewRoot.ragdollController;
            }
            if (monoDefenceTrigger == null)
            {
                monoDefenceTrigger = biologyViewRoot.defenceTrigger;
            }

            m_MeshBuildEnd = false;

            if (monoRagdollCtrlr != null)
            {
                monoRagdollCtrlr.SetHandler(this); //EMsg.View_Ragdoll_Build
            }
            // Collider ignore and other
            if (monoModelCtrlr != null)
            {
                SetupMaterials(mColorID, GetModelName());

                if (Entity.proto == EEntityProto.Monster && Entity.Race == ERace.Mankind)
                {
                    monoModelCtrlr.gameObject.layer = Layer.AIPlayer;
                }

                PEUtil.IgnoreCollision(monoModelCtrlr.colliders, monoModelCtrlr.colliders);
                if (monoRagdollCtrlr != null)
                {
                    PEUtil.IgnoreCollision(monoModelCtrlr.colliders, monoRagdollCtrlr.colliders);
                }
            }
            BuildOutCollider(biologyViewRoot.gameObject);

            if (Entity.IsDeath())
            {
                OnDeath(null, null);
            }
            else if (monoModelCtrlr != null)
            {
                monoModelCtrlr.ActivateDeathMode(false);
            }

            HideView(0.01f);

            if (Entity.Id == 9008)
            {
                ActivatePhysics(m_PhyActive);
            }

            DoActivateInjured();

            yield return(0);

            if (null == biologyViewRoot)
            {
                yield break;
            }

            // Proc Mesh
            if (_coroutineMeshProc != null)
            {
                yield return(biologyViewRoot.StartCoroutine(_coroutineMeshProc()));
            }
            m_MeshBuildEnd = true;

            if (null == biologyViewRoot)
            {
                yield break;
            }

            if (null == Entity)
            {
                yield break;
            }

            // Send Msg
            if (monoModelCtrlr != null)
            {
                Profiler.BeginSample("EMsg.View_Model_Build");
                Entity.SendMsg(EMsg.View_Model_Build, monoModelCtrlr.gameObject, biologyViewRoot);
                Profiler.EndSample();
                yield return(0);
            }

            if (null == biologyViewRoot)
            {
                yield break;
            }

            if (null == Entity)
            {
                yield break;
            }
            Profiler.BeginSample("EMsg.View_Prefab_Build");
            Entity.SendMsg(EMsg.View_Prefab_Build, this, biologyViewRoot);
            Profiler.EndSample();
            yield return(0);

            if (null == biologyViewRoot)
            {
                yield break;
            }

            //biologyViewRoot.gameObject.SetActive (true);
            biologyViewRoot.StartCoroutine(FadeInDelay(0.01f, 3.0f));                   // Note: prev version use this Monobehavior(NOT ROOT) to start Coroutine
        }
        public void OnMsg(EMsg msg, params object[] args)
        {
            switch (msg)
            {
            case EMsg.Skill_CheckLoop:
                SkFuncInOutPara funcInOut = args[0] as SkFuncInOutPara;
                if (null != funcInOut)
                {
                    if (null != funcInOut._para)
                    {
                        string param = funcInOut._para as string;
                        if (null != param && param == "SwordAttack")
                        {
                            if (null != m_TwoHandWeaponAttack.sword)
                            {
                                funcInOut._ret = m_TwoHandWeaponAttack.CheckContinueAttack();
                            }
                            else if (null != m_SwordAttack.sword)
                            {
                                funcInOut._ret = m_SwordAttack.CheckContinueAttack();
                            }
                        }
                    }
                }
                break;

            case EMsg.View_Prefab_Build:
                BiologyViewCmpt obj     = args[0] as BiologyViewCmpt;
                HumanPhyCtrl    phyCtrl = obj.monoPhyCtrl;
                m_SwordAttack.phyMotor         = phyCtrl;
                m_TwoHandWeaponAttack.phyMotor = phyCtrl;
                m_JetPackAction.m_PhyCtrl      = phyCtrl;
                m_ParachuteAction.m_PhyCtrl    = phyCtrl;
                m_GliderAction.m_PhyCtrl       = phyCtrl;
                m_HeavyEquipmentCtrl.phyCtrl   = phyCtrl;
                m_RopeGunAction.phyCtrl        = phyCtrl;
                m_IKAimCtrl      = obj.monoIKAimCtrl;
                m_GunFire.ikAim  = m_IKAimCtrl;
                m_BowShoot.ikAim = m_IKAimCtrl;
                CheckGloves();
                Invoke("ResetWeapon", 0.5f);
                break;

            case EMsg.View_Prefab_Destroy:
                DeletGloves();
                break;

            case EMsg.Battle_OnShoot:
                if (null != m_Gun)
                {
                    m_GunHold.OnFire();
                }
                if (null != m_Bow)
                {
                    m_BowHold.OnFire();
                }
                break;

            case EMsg.View_FirstPerson:
                m_SwordAttack.firstPersonAttack         = (bool)args[0];
                m_TwoHandWeaponAttack.firstPersonAttack = (bool)args[0];
                break;
            }
        }