Exemple #1
0
 public override void ChangeFlipbookState(ActorFlipbookState NewState, bool Force = false)
 {
     if (NewState == MobileFlipbook.State || NewState == ActorFlipbookState.Stand)
     {
         return;
     }
     MobileFlipbook.ChangeState(NewState, Force);
 }
Exemple #2
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        public override void ChangeFlipbookState(ActorFlipbookState NewState, bool Force = false)
        {
            if (IsStateDormant(NewState) && isMoving)
            {
                NewState = ActorFlipbookState.Activated;
            }

            base.ChangeFlipbookState(NewState, Force);
        }
Exemple #3
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        /// <summary>
        /// Mobile's flipbook change state machine
        /// </summary>
        public virtual void ChangeFlipbookState(ActorFlipbookState NewState, bool Force = false)
        {
            if (IsHealthCritical)
            {
                if (NewState == ActorFlipbookState.Stand)
                {
                    NewState = ActorFlipbookState.StandLowHealth;
                }
                else if (NewState == ActorFlipbookState.Moving)
                {
                    NewState = ActorFlipbookState.MovingLowHealth;
                }
            }

            if (NewState == MobileFlipbook.State && !IsStateUsingItem(MobileFlipbook.State))
            {
                return;
            }

            if (IsStateDead(MobileFlipbook.State))
            {
                return;
            }

            if (IsStateUnableToMove(MobileFlipbook.State) && IsStateStand(NewState))
            {
                Force = true;
            }

            if (IsStateMoving(MobileFlipbook.State) && IsStateStand(NewState))
            {
                Force = true;
            }

            if (IsStateCharging(MobileFlipbook.State) && IsStateStand(NewState))
            {
                return;
            }

            //Moving & Shooting condition
            if (IsStateCharging(MobileFlipbook.State) && IsStateMoving(NewState))
            {
                Force = true;
            }

            if (IsStateMoving(MobileFlipbook.State) && IsStateCharging(NewState))
            {
                return;
            }

            //Being shot and start moving
            if (IsStateBeingDamaged(MobileFlipbook.State) && IsStateStand(NewState))
            {
                return;
            }

            if (IsStateShooting(MobileFlipbook.State) && IsStateStand(NewState))
            {
                return;
            }

            //Stand Condition
            if (Force ||
                (IsStateStand(MobileFlipbook.State) && (IsStateMoving(NewState) || IsStateEmoting(NewState) || IsStateBeingDamaged(NewState) ||
                                                        IsStateCharging(NewState) || IsStateUsingItem(NewState) || IsStateDead(NewState) || IsStateFalling(NewState))) ||

                //Moving || MovingLowHealth
                (IsStateMoving(MobileFlipbook.State) && (IsStateStand(NewState) || IsStateDead(NewState) || IsStateShooting(NewState) || IsStateFalling(NewState))) ||

                //Unable to move
                (IsStateUnableToMove(MobileFlipbook.State) && (IsStateStand(NewState) || IsStateMoving(NewState) || IsStateShooting(NewState))) ||

                //Falling
                (IsStateFalling(MobileFlipbook.State) && (IsStateStand(NewState) || IsStateMoving(NewState) || IsStateUnableToMove(NewState))) ||

                //Charging
                (IsStateCharging(MobileFlipbook.State) && (IsStateMoving(NewState) || IsStateUnableToMove(NewState) || IsStateEmoting(NewState) ||
                                                           IsStateBeingDamaged(NewState) || IsStateShooting(NewState) || IsStateUsingItem(NewState))))
            {
                MobileFlipbook.ChangeState(NewState, Force);
            }
        }
Exemple #4
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 protected bool IsStateUsingItem(ActorFlipbookState state) => state == ActorFlipbookState.UsingItem;
Exemple #5
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 protected bool IsStateUnableToMove(ActorFlipbookState state) => state == ActorFlipbookState.UnableToMove;
Exemple #6
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 protected bool IsStateFalling(ActorFlipbookState state) => state == ActorFlipbookState.Falling;
Exemple #7
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 protected bool IsStateDead(ActorFlipbookState state) => state == ActorFlipbookState.Dead;
Exemple #8
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 protected bool IsStateEmoting(ActorFlipbookState state) => state == ActorFlipbookState.Emotion1 || state == ActorFlipbookState.Emotion2;
Exemple #9
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 protected bool IsStateBeingDamaged(ActorFlipbookState state) => state == ActorFlipbookState.BeingDamaged1 || state == ActorFlipbookState.BeingDamaged2 || state == ActorFlipbookState.DepletingShield || state == ActorFlipbookState.BeingFrozen || state == ActorFlipbookState.BeingShocked;
Exemple #10
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 protected bool IsStateCharging(ActorFlipbookState state) => state == ActorFlipbookState.ChargingS1 || state == ActorFlipbookState.ChargingS2 || state == ActorFlipbookState.ChargingSS;
Exemple #11
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 protected bool IsStateShooting(ActorFlipbookState state) => state == ActorFlipbookState.ShootingS1 || state == ActorFlipbookState.ShootingS2 || state == ActorFlipbookState.ShootingSS;
Exemple #12
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 protected bool IsStateStand(ActorFlipbookState state) => state == ActorFlipbookState.Stand || state == ActorFlipbookState.StandLowHealth;
Exemple #13
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 protected bool IsStateMoving(ActorFlipbookState state) => state == ActorFlipbookState.MovingLowHealth || state == ActorFlipbookState.Moving;
Exemple #14
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 protected bool IsStateActivated(ActorFlipbookState state) => state == ActorFlipbookState.Activated;
Exemple #15
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 protected bool IsStateDormant(ActorFlipbookState state) => state == ActorFlipbookState.Dormant;