void OnAllySwitch(PartyManager _party, AllyMember _toSet, AllyMember _current) { if (_party.bIsCurrentPlayerCommander && _toSet != null) { SetTarget(_toSet.transform); } }
private void CallOnLeftClickAlly(AllyMember _ally) { if (OnLeftClickAlly != null) { OnLeftClickAlly(_ally); } }
private void CallOnAllySwitch(PartyManager _party, AllyMember _toSet, AllyMember _current) { if (OnAllySwitch != null) { OnAllySwitch(_party, _toSet, _current); } }
void OnCommandAttack(AllyMember _ally) { if (_ally != null) { LookAtTarget(_ally.transform); } }
void OnAllySwitch(PartyManager _party, AllyMember _toSet, AllyMember _current) { if (partyHasInitAlly == false) { partyHasInitAlly = true; ToggleCamBehaviors(true); } }
/// <summary> /// The character took some damage at the specified position. Apply the animation in direction of the damage. /// </summary> /// <param name="amount">The total amount of damage inflicted on the character.</param> /// <param name="position">The position that the character took the damage.</param> /// <param name="force">The amount of force applied to the object while taking the damage.</param> /// <param name="attacker">The GameObject that did the damage.</param> private void TookDamage(int amount, Vector3 position, Vector3 force, AllyMember _instigator, GameObject hitGameObject) { if (amount >= largeDamageAmount) { m_DamageType = RTSDamageType.DamageReactGut; } StartAbility(); Invoke("DamageVisualizationComplete", damageTime); }
protected virtual void UpdateTargettedEnemy(AllyMember _ally) { if (_ally == null) { return; } Transform _allyTransform = _ally.transform; if (_allyTransform != targetTransform) { targetTransform = _allyTransform; } }
public override void AllyTakeDamage(int amount, AllyMember _instigator) { base.AllyTakeDamage(amount, _instigator); Vector3 _position = ChestTransform.position; Vector3 _force = Vector3.zero; if (bIsCurrentPlayer) { EventHandler.ExecuteEvent <float, Vector3, Vector3, GameObject>(gameObject, "OnHealthDamageDetails", amount, _position, _force, _instigator.gameObject); } if (IsAlive == false) { EventHandler.ExecuteEvent <Vector3, Vector3, GameObject>(gameObject, "OnDeathDetails", _force, _position, _instigator.gameObject); } }
public override TaskStatus OnUpdate() { CurrentExecutionItem_Cached = CurrentExecutionItem.Value; CurrentExecutionTarget_Cached = CurrentExecutionTarget.Value; PreviousExecutionItem_Cached = PreviousExecutionItem.Value; PreviousExecutionTarget_Cached = PreviousExecutionTarget.Value; var _taskResult = behaviorActions.HasNewTacticsItem(ref CurrentExecutionItem_Cached, ref CurrentExecutionTarget_Cached, ref PreviousExecutionItem_Cached, ref PreviousExecutionTarget_Cached, CheckPreviousNullInstead.Value) ? TaskStatus.Success : TaskStatus.Failure; CurrentExecutionItem.Value = CurrentExecutionItem_Cached; CurrentExecutionTarget.Value = CurrentExecutionTarget_Cached; PreviousExecutionItem.Value = PreviousExecutionItem_Cached; PreviousExecutionTarget.Value = PreviousExecutionTarget_Cached; return(_taskResult); }
public override TaskStatus OnUpdate() { CurrentExecutionItem_Cached = CurrentExecutionItem.Value; CurrentExecutionTarget_Cached = CurrentExecutionTarget.Value; PreviousExecutionItem_Cached = PreviousExecutionItem.Value; PreviousExecutionTarget_Cached = PreviousExecutionTarget.Value; var _taskResult = behaviorActions.ExecuteTacticsItem(ref CurrentExecutionItem_Cached, ref CurrentExecutionTarget_Cached, ref PreviousExecutionItem_Cached, ref PreviousExecutionTarget_Cached, StopPerformingTask.Value) ? TaskStatus.Success : TaskStatus.Failure; CurrentExecutionItem.Value = CurrentExecutionItem_Cached; CurrentExecutionTarget.Value = CurrentExecutionTarget_Cached; PreviousExecutionItem.Value = PreviousExecutionItem_Cached; PreviousExecutionTarget.Value = PreviousExecutionTarget_Cached; return(_taskResult); }
void OnAllySwitch(PartyManager _party, AllyMember _toSet, AllyMember _current) { player = _toSet.gameObject; }
public override void AllyTakeDamage(int _amount, Vector3 _position, Vector3 _force, AllyMember _instigator, GameObject _hitGameObject) { base.AllyTakeDamage(_amount, _position, _force, _instigator, _hitGameObject); if (bIsCurrentPlayer) { EventHandler.ExecuteEvent <float, Vector3, Vector3, GameObject>(gameObject, "OnHealthDamageDetails", _amount, _position, _force, _instigator.gameObject); } if (IsAlive == false) { EventHandler.ExecuteEvent <Vector3, Vector3, GameObject>(gameObject, "OnDeathDetails", _force, _position, _instigator.gameObject); } }