override public void OnDeactivate()
    {
        if (Action != null)
        {
            Action.SetSuccess();
        }

        Action = null;

        base.OnDeactivate();
    }
    protected override void Initialize(ActionBase action)
    {
        base.Initialize(action);

        Action = action as ActionTeleport;

        Owner.BlackBoard.MotionType = E_MotionType.None;
        Owner.BlackBoard.MoveDir    = Vector3.zero;
        Owner.BlackBoard.Speed      = 0;

        string s = Owner.AnimSet.GetIdleAnim(Owner.BlackBoard.WeaponSelected, Owner.BlackBoard.WeaponState);

        CrossFade(s, 0.2f);

        Owner.StartCoroutine(Teleport());
    }
Exemple #3
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    //  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);
    }