Exemple #1
0
 public override bool IsActionComplete()
 {
     if (Action != null && Action.IsActive() == false)
     {
         return(true);
     }
     return(false);
 }
Exemple #2
0
    public override bool IsActionComplete()
    {
        if (Action != null && Action.IsActive() == false)
        {
            //UnityEngine.Debug.Log(this.ToString() + " complete !");
            return(true);
        }

        return(false);
    }
Exemple #3
0
 public override bool IsActionComplete()
 {
     if (Action != null)
     {
         if (Action.IsActive() == false || Owner.BlackBoard.DistanceToTarget < Owner.BlackBoard.WeaponRange * 0.5f)
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #4
0
    public override void Deactivate()
    {
        Owner.WorldState.SetWSProperty(E_PropKey.AtTargetPos, true);

        if (Action != null && Action.IsActive())
        {
            AgentActionIdle a = AgentActionFactory.Create(AgentActionFactory.E_Type.Idle) as AgentActionIdle;
            Owner.BlackBoard.ActionAdd(a);
        }

        base.Deactivate();
    }