void SendEvent() { _eventPlayAnim = AnimFSMEventPlayAnim.pool.Get(); _eventPlayAnim.animName = Agent.AnimSet.GetIdleActionAnim(Agent.BlackBoard.weaponSelected, Agent.BlackBoard.weaponState); _eventPlayAnim.lookAtTarget = true; Agent.FSMComponent.SendEvent(_eventPlayAnim); }
protected override void Initialize(FSMEvent ev = null) { _eventPlayAnim = ev as AnimFSMEventPlayAnim; _rotationOk = true; Phenix.Unity.Utilities.Tools.PlayAnimation(Agent.AnimEngine, _eventPlayAnim.animName, 0.05f); _endOfStateTime = (Agent.AnimEngine[_eventPlayAnim.animName].length * 0.9f) + Time.timeSinceLevelLoad; Agent.BlackBoard.invulnerable = _eventPlayAnim.invulnerable; }
public override void OnExit(Phenix.Unity.AI.WorldState ws) { if (_eventPlayAnim != null) { _eventPlayAnim.Release(); _eventPlayAnim = null; } base.OnExit(ws); }
public override void Reset() { base.Reset(); _eventPlayAnim = null; }