override public void OnDeactivate() { // Time.timeScale = 1.0f; if (ActionDeath != null) { ActionDeath.SetSuccess(); } ActionDeath = null; Action.SetSuccess(); Action = null; Owner.BlackBoard.MotionType = E_MotionType.None; base.OnDeactivate(); }
protected override void Initialize(ActionBase action) { base.Initialize(action); Action = action as ActionKnockdown; string animName = Owner.AnimSet.GetKnockdowAnim(E_KnockdownState.Down, Owner.BlackBoard.WeaponSelected); StartRotation = Transform.rotation; StartPosition = Transform.position; Vector3 dir = Action.Attacker.Position - Transform.position; float angle = 0; if (dir.sqrMagnitude > 0.1f * 0.1f) { dir.Normalize(); angle = Vector3.Angle(Transform.forward, dir); } else { dir = Transform.forward; } FinalRotation.SetLookRotation(dir); RotationTime = angle / 500.0f; FinalPosition = StartPosition + Action.Impuls; MoveTime = AnimEngine[animName].length * 0.4f; RotationOk = RotationTime == 0; PositionOK = MoveTime == 0; CurrentRotationTime = 0; CurrentMoveTime = 0; CrossFade(animName, 0.05f); EndOfStateTime = Time.timeSinceLevelLoad + AnimEngine[animName].length * 0.9f; KnockdownEndTime = EndOfStateTime + Action.Time; State = E_State.Start; }
// 生成动作 static public ActionBase Create(E_Type type) { int index = (int)type; ActionBase a; if (m_UnusedActions[index].Count > 0) { a = m_UnusedActions[index].Dequeue(); } else { switch (type) { case E_Type.E_IDLE: a = new ActionIdle(); break; case E_Type.E_MOVE: a = new ActionMove(); break; case E_Type.E_GOTO: a = new ActionGoTo(); break; case E_Type.E_COMBAT_MOVE: a = new ActionCombatMove(); break; case E_Type.E_ATTACK: a = new ActionAttack(); break; case E_Type.E_ATTACK_ROLL: a = new ActionAttackRoll(); break; case E_Type.E_ATTACK_WHIRL: a = new ActionAttackWhirl(); break; case E_Type.E_INJURY: a = new ActionInjury(); break; case E_Type.E_DAMAGE_BLOCKED: a = new ActionDamageBlocked(); break; case E_Type.E_BLOCK: a = new ActionBlock(); break; case E_Type.E_ROLL: a = new ActionRoll(); break; case E_Type.E_INCOMMING_ATTACK: a = new ActionIncommingAttack(); break; case E_Type.E_WEAPON_SHOW: a = new ActionWeaponShow(); break; case E_Type.E_Rotate: a = new ActionRotate(); break; case E_Type.E_USE_LEVER: a = new ActionUseLever(); break; case E_Type.E_PLAY_ANIM: a = new ActionPlayAnim(); break; case E_Type.E_PLAY_IDLE_ANIM: a = new ActionPlayIdleAnim(); break; case E_Type.E_DEATH: a = new ActionDeath(); break; case E_Type.E_KNOCKDOWN: a = new ActionKnockdown(); break; case E_Type.E_Teleport: a = new ActionTeleport(); break; default: Debug.LogError("no Action to create"); return(null); } } a.Reset(); a.SetActive(); m_ActionsInAction.Add(a); return(a); }