Beispiel #1
0
        BehaveResult Tick(Tree sender)
        {
            if (attackEnemy == null || attackEnemy.entityTarget == null || attackEnemy.entityTarget.target == null)
            {
                return(BehaveResult.Failure);
            }

            Enemy TargetEnemy = attackEnemy.entityTarget.target.GetAttackEnemy();

            if (TargetEnemy == null)
            {
                return(BehaveResult.Failure);
            }

            if (!NpcTypeDb.CanRun(NpcCmdId, ENpcControlType.Dodge))
            {
                return(BehaveResult.Failure);
            }

            if (attackEnemy.SqrDistanceXZ < 1.0f && attackEnemy.entityTarget.IsAttacking && TargetEnemy.entityTarget == entity)          //) //&& Random.value >= 0.3f
            {
                float   value = Random.value > 0.5f ? -1.0f : 1.0f;
                Vector3 ward  = Random.value > 0.5f ?  value * transform.right : -transform.forward;

                if (Random.value >= 0.3f && attackEnemy.entityTarget.IsAttacking)
                {
                    PEActionParamV param = PEActionParamV.param;
                    param.vec = ward;
                    DoAction(PEActionType.Step, param);
                }

                return(BehaveResult.Success);
            }
            return(BehaveResult.Failure);
        }
Beispiel #2
0
        bool CanStep()
        {
            Vector3        dir   = position - selectattackEnemy.position;
            PEActionParamV param = PEActionParamV.param;

            param.vec = dir;
            return(InRadiu(position, selectattackEnemy.position, 3.0f) && IsInEnemyFoward(selectattackEnemy, entity) && CanDoAction(PEActionType.Step, param));
        }
Beispiel #3
0
        void DoStep()
        {
            Vector3        dir    = position - selectattackEnemy.position;
            PEActionParamV paramV = PEActionParamV.param;

            paramV.vec = dir;
            DoAction(PEActionType.Step, paramV);
        }
Beispiel #4
0
        BehaveResult Tick(Tree sender)
        {
            if (!GetData <Data>(sender, ref m_Data))
            {
                return(BehaveResult.Failure);
            }

            if (Enemy.IsNullOrInvalid(attackEnemy) || attackEnemy.entityTarget == null || attackEnemy.entityTarget.animCmpt == null)
            {
                return(BehaveResult.Failure);
            }


            m_Data.m_AttackCheck = (EAttackCheck)attackEnemy.entityTarget.animCmpt.GetInteger("attackCheck");
            if (m_Data.m_AttackCheck == EAttackCheck.All)
            {
                m_Data.m_AttackCheck = Random.value > 0.5f ? m_Data.m_AttackCheck = EAttackCheck.RunAway : m_Data.m_AttackCheck = EAttackCheck.Roll;
            }

            if (m_Data.m_AttackCheck != EAttackCheck.Roll)
            {
                return(BehaveResult.Failure);
            }

            if (m_Data.m_HasRoll)
            {
                return(BehaveResult.Failure);
            }

            if (!InRadiu(position, attackEnemy.position, 3.0f))
            {
                return(BehaveResult.Failure);
            }

            if (!IsInEnemyFoward(attackEnemy, entity))
            {
                return(BehaveResult.Failure);
            }

            Vector3        dir   = position - attackEnemy.position;
            PEActionParamV param = PEActionParamV.param;

            param.vec = dir;
            if (!CanDoAction(PEActionType.Step, param))
            {
                return(BehaveResult.Failure);
            }

            PEActionParamV paramV = PEActionParamV.param;

            paramV.vec       = dir;
            m_Data.m_HasRoll = DoAction(PEActionType.Step, paramV);

            return(BehaveResult.Running);
        }
Beispiel #5
0
    private void RPC_SKDAV(uLink.BitStream stream, uLink.NetworkMessageInfo info)
    {
        PEActionType   proType = stream.Read <PEActionType> ();
        PEActionParamV param   = PEActionParamV.param;

        param.vec = stream.Read <Vector3> ();
        if (MtCmpt != null)
        {
            MtCmpt.DoActionImmediately((PEActionType)proType, param);
        }
    }
Beispiel #6
0
        BehaveResult Tick(Tree sender)
        {
            if (Enemy.IsNullOrInvalid(attackEnemy))
            {
                return(BehaveResult.Failure);
            }

            if (attackEnemy.entityTarget == null || attackEnemy.entityTarget.animCmpt == null || attackEnemy.entityTarget.target == null)
            {
                return(BehaveResult.Success);
            }

            Vector3        dir   = position - attackEnemy.position;
            PEActionParamV param = PEActionParamV.param;

            param.vec = dir;
            if (!CanDoAction(PEActionType.Step, param))
            {
                return(BehaveResult.Success);
            }

            if (Weapon != null && Weapon.GetAttackMode() != null)
            {
                AttackMode[] atts = Weapon.GetAttackMode();
                if (atts.Length > 0 && atts[0].type == AttackType.Ranged)
                {
                    return(BehaveResult.Success);
                }
            }

            Enemy TargetEnemy = attackEnemy.entityTarget.target.GetAttackEnemy();

            if (TargetEnemy == null)
            {
                return(BehaveResult.Success);
            }

            EAttackCheck check = (EAttackCheck)attackEnemy.entityTarget.animCmpt.GetInteger("attackCheck");

            if (TargetEnemy.entityTarget == entity && check != EAttackCheck.None)
            {
                return(BehaveResult.Failure);
            }
            else
            {
                return(BehaveResult.Success);
            }
        }
Beispiel #7
0
    private void SendSKDADig(PEActionType type, PEActionParam obj)
    {
        PEActionParamV param = obj as PEActionParamV;

        RPCServer(EPacketType.PT_InGame_SKDAV, type, param.vec);         //,(Vector3)obj[0],(Vector3)obj[1],param.q[2]);
    }
Beispiel #8
0
    private void SendSKDAStep(PEActionType type, PEActionParam obj)
    {
        PEActionParamV param = obj as PEActionParamV;

        RPCServer(EPacketType.PT_InGame_SKDAV, type, param.vec);
    }