void NumberCondition(CONDITION state) { switch (state) { case CONDITION.NORMAL: itemLock = false; break; case CONDITION.ATTACK: break; case CONDITION.ABILITYLOOK: abilityLock = true; text.text = "アビリティが使えない"; break; // アイテムロック case CONDITION.ITEMLOOK: itemLock = true; text.text = "アイテムが使えない"; break; // 憑依状態解除 case CONDITION.NOTPOSSESSION: Destroy(gameObject); break; } }
public void setCondition(CONDITION nCondition) { if (GetComponent <PhotonView>().isMine) { condition = nCondition; if (condition == CONDITION.SM_RT) { propMannager.enabled = true; } } }
private void Start() { // Temporary placement // 仮置き _moveRange = _attackRange = 1; _onMouse = _onBoard = false; _renderer = GetComponent <SpriteRenderer>(); _collider = GetComponent <BoxCollider>(); _animator = GetComponent <Animator>(); _condition = CONDITION.WAIT; SetPosition(-1, -1); }
private void MoveByAiPattern(CONDITION Condition, float Value, Collider2D collider2D) { var moveData = AiEditor.Instance.GetWhatToDo(Condition, Value); if (_checkedTriggers.Contains(AiCheckPair.Set(collider2D, moveData.Movement))) { return; } switch (moveData.Movement) { case MOVEMENT.None: break; case MOVEMENT.Jump: //if (IsGrounded) Jump(moveData.MovementValue); break; case MOVEMENT.Dash: if (IsGrounded) { Dash(moveData.MovementValue); } break; case MOVEMENT.Wait: if (IsGrounded) { Wait(moveData.MovementValue); } break; case MOVEMENT.ShootFireBall: Shoot(moveData.MovementValue); break; case MOVEMENT.TurnBack: TurnBack(); break; } if (moveData.Movement != MOVEMENT.None) { _checkedTriggers.Add(new AiCheckPair(collider2D, moveData.Movement)); } }
public float Draw(Rect rect) { Debug.Log("mid => "); var mid = rect.width / 2f; Debug.Log("mid => " + mid); _selectedIdx = EditorGUI.Popup(new Rect(rect.x, rect.y, mid, 15), _selectedIdx, _options); if (_selectedIdx != 0) { Input = EditorGUI.IntField(new Rect(rect.x + rect.width / 2f + 5, rect.y, mid - 25f, 15), Input); } Condition = (CONDITION)_selectedIdx; return(15); }
public IEnumerator ConstantMove(Vector3 goal, int flame) { _condition = CONDITION.ACTION; if (_x == -1) { yield return(new WaitForSeconds(1.0f)); } SoundSystem.Instance.PlayClip(AUDIO_TYPE.SOUND_EFFECTS, AudioClipManager.GetInstance().GetAudioClip("MoveSFX_2"), false, "GenericGameSFX"); Vector3 vel = (goal - transform.position) / flame; // for (int i = 0; i < flame; i++) { transform.position += vel; // yield return(null); } _condition = CONDITION.END; }
private void SetLoopType(TYPE loopType, CONDITION conditional = CONDITION.HANDS_FULL) { switch (loopType) { case TYPE.INFINITE: case TYPE.COUNT: typeDropdown.value = (int)loopType; break; case TYPE.CONDITIONAL: typeDropdown.value = (int)loopType + (int)conditional; break; default: throw new ArgumentOutOfRangeException(nameof(loopType), loopType, null); } typeDropdown.Select(); typeDropdown.RefreshShownValue(); OnDropdownChanged(typeDropdown.value); }
//IConditional Functions //====================================================================================================================// public bool MeetsCondition(CONDITION condition) { switch (condition) { case CONDITION.HANDS_FULL: return(heldItems == itemCapacity); case CONDITION.HANDS_NOT_FULL: return(heldItems != itemCapacity); case CONDITION.HANDS_EMPTY: return(heldItems == 0); case CONDITION.HANDS_NOT_EMPTY: return(heldItems != 0); default: throw new ArgumentOutOfRangeException(nameof(condition), condition, null); } }
public MovementData GetWhatToDo(CONDITION condition, float conditionValue) { conditionValue /= _conditionValueScale; foreach (var code in _codingPages) { if (code.Condition != null && code.Movement != null && code.Condition.Condition == condition) { var isIn = code.Condition.ValueRange.GetIsIn(conditionValue); // Debug.Log(code.Condition.Condition + " >>> " + code.Condition.ValueRange.Min + " / " +code.Condition.ValueRange.Max + " ???? " + conditionValue + " = " + isIn); if (isIn) { if (Random.Range(0, 100) < _conditionThreshold) { return(new MovementData(code.Movement.Movement, code.Movement.ValueRange.GetRandom())); } } } } return(_nullMovementData); }
// 憑依関係 public override void SetCondition(CONDITION condition) { base.state = condition; }
public void ChangeCondition(CONDITION condition) { _condition = condition; }
public virtual void SetCondition(CONDITION condition) { state = condition; }
// Start is called before the first frame update protected virtual void Start() { state = CONDITION.NORMAL; }
public ConditionalLoopCommand(IEnumerable <ICommand> internalCommands, IConditional iConditional, CONDITION condition) : base(internalCommands) { _iConditional = iConditional; _condition = condition; }