Beispiel #1
0
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(10000d, actionCommand, CommandEnabled);
                break;

            case 1:
                CurSequenceAction = new WaitSeqAction(EggWait);
                break;

            default:
                //If there are no more eggs to throw, switch to the end
                if (EggsToThrow <= 0)
                {
                    ChangeSequenceBranch(SequenceBranch.End);
                }
                else
                {
                    //Throw an egg, then wait
                    ThrowEgg();
                    EggsToThrow--;

                    CurSequenceAction = new WaitSeqAction(500d);
                }

                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(0d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                User.AnimManager.PlayAnimation(WindupAnimName);
                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(1500f, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                User.AnimManager.PlayAnimation(AnimationGlobals.WattBattleAnimations.WattElectricChargeName);

                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Start the action command and wait for it
                StartActionCommandInput();

                CurSequenceAction = new WaitForCommandSeqAction(NoCommandRunDur, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                User.AnimManager.PlayAnimation(AnimationGlobals.ShelledBattleAnimations.ShellSpinName, true);

                double animLength = User.AnimManager.GetAnimationFrameLength(AnimationGlobals.ShelledBattleAnimations.ShellSpinName);

                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(animLength, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
Beispiel #7
0
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                if (SecondPart == false)
                {
                    base.SequenceMainBranch();
                }
                else
                {
                    //Update the current targets on the second part
                    if (TJAction != null)
                    {
                        CurTargets = TJAction.GetAerialTargets;
                    }
                    else
                    {
                        Debug.LogWarning($"{Action.Name} is not of type {nameof(TornadoJump)} in {nameof(TornadoJumpSequence)}!");
                    }

                    //Target the entities here
                    for (int i = 0; i < CurTargets.Length; i++)
                    {
                        CurTargets[i].TargetForMove(User);
                    }

                    StartActionCommandInput();
                    CurSequenceAction = new WaitForCommandSeqAction(2000d, actionCommand, CommandEnabled);
                }
                break;

            case 1:
                if (SecondPart == false)
                {
                    base.SequenceMainBranch();
                }
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
Beispiel #8
0
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //1. Start Art Attack's Action Command
                //2. Start drawing
                //3. For each circle completed, a response will be sent down with the bounding box, then go to the Success branch
                //4. Go back to this branch and restart the command

                StartActionCommandInput();
                CurSequenceAction = new WaitForCommandSeqAction(0d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                Vector2 pos = new Vector2(BattleManager.Instance.GetPositionInFront(EntitiesAffected[0], User.EntityType == Enumerations.EntityTypes.Player).X, User.Position.Y);

                StartActionCommandInput();
                CurSequenceAction = new MoveToSeqAction(pos, MoveDur);
                break;

            case 1:
                User.AnimManager.PlayAnimation(AnimationGlobals.WattBattleAnimations.WattElectricChargeName);

                CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //Start the Action Command if it's enabled
                //If not enabled, make it succeed automatically
                if (CommandEnabled == true)
                {
                    actionCommand.StartInput();
                }
                else
                {
                    OnCommandSuccess();
                }

                CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }
Beispiel #11
0
        protected override void SequenceMainBranch()
        {
            switch (SequenceStep)
            {
            case 0:
                //If the Action Command is enabled, start its input. Otherwise, Tattle automatically succeeds
                //Goombario's Tattle doesn't have an Action Command while Goombella's does
                if (CommandEnabled == true)
                {
                    //Send in their actual draw position
                    actionCommand.StartInput(EntitiesAffected[0].DrawnPosition);
                }
                else
                {
                    OnCommandSuccess();
                }
                CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled);
                break;

            default:
                PrintInvalidSequence();
                break;
            }
        }