public override void AICalculate()
    {
        if (--this.m_CurrentTriggerCount == 0)
        {
            this.m_LastingEffectBehavior.Effect();

            if (this.m_LastingEffectBehavior.CurrentTimes != this.m_LastingEffectBehavior.TotalTimes)
            {
                DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, this.m_LastingEffectBehavior);
                this.m_AIBehavior.ChangeState(lastingState);
            }
        }
    }
Exemple #2
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    public override void AICalculate()
    {
        if (--this.m_CurrentTriggerCount == 0)
        {
            this.m_DefenseObjectBattleBehavior.Effect();

            LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior;
            if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes)
            {
                DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect);
                this.m_AIBehavior.ChangeState(lastingState);
            }
        }
    }
Exemple #3
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    public override void AICalculate()
    {
        if (this.m_AIBehavior.CanTakeResponse)
        {
            List <GameObject> targets = BattleSceneHelper.Instance.GetActors(this.m_DefenseObjectBattleBehavior.TriggerList,
                                                                             this.m_DefenseObjectBattleBehavior.TargetType);
            foreach (GameObject target in targets)
            {
                CharacterPropertyBehavior characterProperty = target.GetComponent <CharacterPropertyBehavior>();
                if (characterProperty.CharacterType == CharacterType.Invader)
                {
                    float distanceSqrt = Vector2.SqrMagnitude((Vector2)this.m_DefenseObjectBattleBehavior.Property.AnchorTransform.position -
                                                              (Vector2)target.transform.position);
                    if (distanceSqrt <= this.m_DefenseObjectBattleBehavior.TriggerScopeSqrt)
                    {
                        this.m_DefenseObjectBattleBehavior.DisplayTriggerAnimation();
                        if (Application.loadedLevelName.Equals(ClientStringConstants.BATTLE_SCENE_LEVEL_NAME))
                        {
                            DefenseObjectPropertyBehavior property = this.m_AIBehavior.GetComponent <DefenseObjectPropertyBehavior>();
                            CommunicationUtility.Instance.TriggerDefenseObject(new TriggerDefenseObjectRequestParameter()
                            {
                                DefenseObjectID = property.DefenseObjectID, OperateTime = TimeTickRecorder.Instance.CurrentTimeTick - BattleDirector.Instance.MatchStartTick
                            });
                        }

                        if (this.m_DefenseObjectBattleBehavior.TriggerTick == 0)
                        {
                            this.m_DefenseObjectBattleBehavior.Effect();

                            LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior;
                            if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes)
                            {
                                DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect);
                                this.m_AIBehavior.ChangeState(lastingState);
                            }
                            AudioController.Play(this.m_DefenseObjectBattleBehavior.EffectSound);
                        }
                        else
                        {
                            DefenseObjectTriggerState triggerState = new DefenseObjectTriggerState(this.m_AIBehavior);
                            this.m_AIBehavior.ChangeState(triggerState);
                        }
                        break;
                    }
                }
            }
        }
    }