//don't call this yourself. //called by samcinemamanager's update. public void Update() { if (CurrentAction != null) { CurrentAction.Update(); } if (CurrentAction != null && CurrentAction.IsFinished) { NextAction(); } }
public override void NDFixedUpdate(float deltaTime) { if (isAppear) { if (CurrentAction.IsDone()) { isAppear = false; CurrentAction = null; MoveAI.SetBornPos(m_bornpos, 0); } else { CurrentAction.Update(); } } }
// Update is called once per frame protected virtual void Update() { // If the AI is active, then update if (m_AiActive == true) { if (CurrentBehaviour != null) { // If the boss should make a decision if (m_MakeDecision == true) { CurrentBehaviour.Update(); } } // Always update the current action CurrentAction.Update(); } }
/// <summary> /// 执行FixedUpdate调用 /// </summary> public override void FixedUpdate() { if (CurrentAction != null) { if (!CurrentAction.IsDone()) { CurrentAction.Update(); } else { CurrentAction = null; } } //判定是否飞出视窗区域 if (!m_Owner.m_bReBorn) { DetectOutOfVisualZone(); } }
/// <summary> /// Update 调用 /// </summary> public override void Update() { SoldierSkill conditionskillinfo = new SoldierSkill(); bool isnewaction = false; if (CurrentAction == null) { CurrentAction = run.GetNextAction(); DoPathEvent(); #if UNITY_EDITOR_LOG FileLog.write(m_Owner.SceneID, m_Owner.SceneID + ",CurrentAction:" + CurrentAction + ",mStart:" + CurrentAction.m_Start + ",mEnd:" + CurrentAction.m_End + ",dir:" + CurrentAction.m_Dir + ",mDuration:" + CurrentAction.m_Duration + ",mattackid:" + CurrentAction.m_AttackSceneID + ",mGrid:" + m_Owner.MapPos + ",mNGrid:" + m_run.NGrid + ",deep:" + m_run.RankDeep + ",reject" + m_run.Reject); #endif } else if (CurrentAction.IsDone() /*&& !m_Owner.WaitServer*/) { if (m_Owner.m_bTrunBack) { m_Owner.TurnsInto(false); } else { #if UNITY_EDITOR_LOG string str = "skill:" + m_Owner.PropAttackSkillInfo.m_type + " ,pos" + m_Owner.m_thisT.localPosition + ",mGrid:" + m_Owner.MapPos + ",mNGrid:" + m_run.NGrid + ",deep:" + m_run.RankDeep + ",reject" + m_run.Reject + ", attackstation:" + run.AttackStation + ", Nattackstation:" + run.NAttackStation + ", olddir:" + m_Owner.WalkDir; #endif isnewaction = true; m_ActionList.Add(CurrentAction); CurrentAction = run.GetNextAction(); #if UNITY_EDITOR_LOG if (CurrentAction != null) { FileLog.write(m_Owner.SceneID, m_Owner.SceneID + ",CurrentAction1111:" + CurrentAction + ",mStart:" + CurrentAction.m_Start + ",mEnd:" + CurrentAction.m_End + ",dir:" + CurrentAction.m_Dir + ", new dir:" + m_Owner.WalkDir + ",mDuration:" + CurrentAction.m_Duration + ",mattackid:" + CurrentAction.m_AttackSceneID + str + "newGrid" + m_Owner.MapPos + " time:" + Time.realtimeSinceStartup + ", curpos :" + m_Owner.m_thisT.localPosition); } #endif m_Owner.m_Hit = false; if (!m_Owner.m_isDead) { if (m_ActionList[m_ActionList.Count - 1] is GridActionCmdConditionSkill && !(m_ActionList[m_ActionList.Count - 1] as GridActionCmdConditionSkill).RealDone()) { GridActionCmdConditionSkill cs = m_ActionList[m_ActionList.Count - 1] as GridActionCmdConditionSkill; if (!(CurrentAction is GridActionCmdJump || CurrentAction is GridActionCmdStair || CurrentAction is GridActionCmdFall || CurrentAction is GridActionCmdSpecialJump || CurrentAction is GridActionCmdHitByBuild || CurrentAction is GridActionCmdJumpDown || CurrentAction is GridActionCmdJumpUp) ) { bool ismove = false; if (CurrentAction is GridActionCmdWalk) { ismove = true; } cs.ExtendDuration(CurrentAction.m_Duration, CurrentAction.m_Start, CurrentAction.m_End, ismove); #if UNITY_EDITOR_LOG FileLog.write(m_Owner.SceneID, m_Owner.SceneID + ",CurrentAction4444:" + m_Owner.m_thisT.localPosition); #endif CurrentAction = cs; } } else if (RoleSkill.CheckConditionSkillAction(m_Owner.m_SceneID, ref conditionskillinfo, true, m_Owner.m_SkillRelease)) { #if UNITY_EDITOR_LOG FileLog.write(m_Owner.SceneID, m_Owner.SceneID + ",CurrentAction3333:" + m_Owner.m_thisT.localPosition + "," + conditionskillinfo.m_type + "," + conditionskillinfo.m_name); #endif if (!(CurrentAction is GridActionCmdJump || CurrentAction is GridActionCmdStair || CurrentAction is GridActionCmdFall || CurrentAction is GridActionCmdSpecialJump)) { bool ismove = false; if (CurrentAction is GridActionCmdWalk) { ismove = true; } //Debug.Log(m_CurrentAction + "," + conditionskillinfo.m_type); GridActionCmd action = null; if (conditionskillinfo.m_ismove == 1) { action = RoleSkill.GetConditionSkillAction(m_Owner.m_SceneID, conditionskillinfo, CurrentAction.m_Start, CurrentAction.m_End, CurrentAction.m_Duration, ismove); } else { action = RoleSkill.GetConditionSkillAction(m_Owner.m_SceneID, conditionskillinfo, CurrentAction.m_Start, CurrentAction.m_Start, CurrentAction.m_Duration, ismove); } if (action != null && action is GridActionSkill) { if (m_Owner.m_Status.SeleStatusInterRupt(conditionskillinfo) == false) { CurrentAction = action; run.ResetIndex(conditionskillinfo.m_ismove == 1); } else { action.SetDone(); } } } } DoPathEvent(); m_Owner.m_SkillRelease = false; if (CurrentAction != null) { List <IggWall> lw = new List <IggWall>(); MapGrid.GetWallList(ref lw, m_Owner.GetMapPos(), run.AttackStation); foreach (IggWall w in lw) { w.OpenDoor(OpenDoorStyle.passDoor, m_Owner.m_Core.m_Camp, Mathf.Abs(m_Owner.GetMapPos().Unit - w.GetMapPos().Unit)); } #if UNITY_EDITOR_LOG FileLog.write(m_Owner.SceneID, run.PreGrid + "," + m_Owner.SceneID + ",CurrentAction2222:" + CurrentAction + ",mStart:" + CurrentAction.m_Start + ",mEnd:" + CurrentAction.m_End + ",dir:" + CurrentAction.m_Dir + "new dir" + m_Owner.WalkDir + ",mDuration:" + CurrentAction.m_Duration + ",mattackid:" + CurrentAction.m_AttackSceneID + str + "newGrid" + m_Owner.MapPos + " time:" + Time.realtimeSinceStartup + ", curpos :" + m_Owner.m_thisT.localPosition); #endif } } } } else { if (RoleSkill.CheckConditionSkillAction(m_Owner.m_SceneID, ref conditionskillinfo, false, m_Owner.m_SkillRelease)) { if (CurrentAction is GridActionCmdAttack || CurrentAction is GridActionCmdConditionSkill) { if (conditionskillinfo.m_ipriority > m_Owner.PropSkillInfo.m_ipriority) { CurrentAction.SetDone(); m_ActionList.Add(CurrentAction); CurrentAction = RoleSkill.GetConditionSkillAction(m_Owner.m_SceneID, conditionskillinfo, m_Owner.m_thisT.localPosition, m_Owner.m_thisT.localPosition, 0f, false); } } } } if (CurrentAction != null) { if (CurrentAction is GridActionCmdWalk) { List <int> rolelist = new List <int>(); MapGrid g = MapGrid.GetMG(run.PreGrid); g.GetRoleList(ref rolelist); int bwalk = 0; if (rolelist.Count > 0) { for (int i = 0; i < rolelist.Count; i++) { Role l = CM.GetAllLifeM(rolelist[i], LifeMType.SOLDIER | LifeMType.SUMMONPET) as Role; if (l == null) { continue; } if (l != m_Owner && l.m_Attr.Goorder >= m_Owner.m_Attr.Goorder) { if (l.CurrentAction is GridActionCmdWalk) { bwalk++; if (l.m_Attr.Goorder == m_Owner.m_Attr.Goorder && l.SceneID < m_Owner.SceneID) { bwalk--; } } } } } if (!isnewaction) { if (bwalk == 0) { if (CurrentAction.m_TimeCount == 0 && m_Owner.m_ajustcount < m_Owner.m_ajustduration) { m_Owner.AdjustPosition(Time.deltaTime); } else { CurrentAction.Update(); } } else if (bwalk == 1 && CurrentAction.m_TimeCount == 0) { m_Owner.AdjustPosition(Time.deltaTime); } } else { if (bwalk > 0) { run.ChangeDeep(0); //m_Owner.m_ajustcount = m_Owner.m_ajustduration; } else { m_Owner.m_ajustcount += m_Owner.m_ajustduration; } } } else { CurrentAction.Update(); } if (CurrentAction.TestNextDone()) { if (CurrentAction is GridActionCmdAttack || CurrentAction is GridActionCmdCDStand || CurrentAction is GridActionCmdHit || CurrentAction is GridActionCmdSkillStand || CurrentAction is GridActionCmdFallDown || (CurrentAction is GridActionCmdConditionSkill && m_Owner.PropSkillInfo.m_ismove == 0)) { run.RegisterNextAction(false); } else { run.RegisterNextAction(); } } } else { #if UNITY_EDITOR_LOG FileLog.write(m_Owner.m_SceneID, m_Owner.m_SceneID + "创建action出错" + ",技能类型:" + m_Owner.PropSkillInfo.m_type); Debug.LogError(m_Owner.m_thisT.gameObject.name + m_Owner.m_SceneID + "创建action出错" + ",技能类型:" + m_Owner.PropSkillInfo.m_type); #endif } }