public override string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState) { if (weaponState == E_WeaponState.NotInHands) { return("walk"); } else { if (move == E_MoveType.Forward) { return("combatMoveF"); } else if (move == E_MoveType.Backward) { return("combatMoveB"); } else if (move == E_MoveType.StrafeRight) { return("combatMoveR"); } else { return("combatMoveL"); } } }
public override void Reset() { base.Reset(); DistanceToMove = 0; MinDistanceToTarget = 0; MoveType = E_MoveType.Forward; MotionType = E_MotionType.Walk; }
public override void Reset() { MoveType = E_MoveType.Forward; Motion = E_MotionType.Run; LookTarget = null; MinDistance = 0.3f; DontChangeParameters = false; UseNavMeshAgentRotation = false; }
public override string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState) { if (E_WeaponState.NotInHands == weaponState) { if (E_MotionType.Walk == motion) { return("walk"); } return("run"); } if (E_MotionType.Walk == motion) { return("walkSword"); } return("runSword"); }
public override string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState) { if (weaponState == E_WeaponState.NotInHands) { if (motion != E_MotionType.Walk) { return("run"); } else { return("walk"); } } if (motion != E_MotionType.Walk) { return("runSword"); } return("walkSword"); }
public override string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState) { throw new NotImplementedException(); }
public void Reset() { Desires.Reset(); ProxyDataForSpawn.Reset(); for (int i = 0; i < m_ActiveActions.Count; i++) { ActionDone(m_ActiveActions[i]); } m_ActiveActions.Clear(); Stop = false; MotionType = E_MotionType.None; MoveType = E_MoveType.None; // Speed = 0; //ciphered below Health = RealMaxHealth; IdleTimer = 0; CoverTime = 0; Cover = null; CoverPosition = E_CoverDirection.Unknown; CoverFire = false; MoveDir = Vector3.zero; FireDir = Owner.Transform.forward; Desires.Rotation = Owner.Transform.rotation; Desires.FireDirection = Owner.Transform.forward; InteractionObject = null; Invulnerable = false; AbsorbedDamage = 0; ReactOnHits = true; BusyAction = false; DontUpdate = false; InKnockDown = false; LastInjuryTime = 0; KeepMotion = false; IsDetected = false; AttackersDamageData.Clear(); //mangle values // Debug.Log ("SPEED 3: Reset, m_MaxRunSpeed=" + BaseSetup.m_MaxRunSpeed + ", MaxRunSpeed=" + BaseSetup.MaxRunSpeed + ", Speed=" + Speed + ", CIPHER=0x" + string.Format("{0:X}", BaseSetup.Cipher1) ); float run_spd = BaseSetup.MaxRunSpeed; float walk_spd = BaseSetup.MaxWalkSpeed; BaseSetup.Cipher1 = (uint)(new System.Random(Time.frameCount).Next()); BaseSetup.MaxRunSpeed = run_spd; //re-assign to re-cipher with new Cipher value BaseSetup.MaxWalkSpeed = walk_spd; Speed = 0; // Debug.Log ("SPEED 4: Reset, m_MaxRunSpeed=" + BaseSetup.m_MaxRunSpeed + ", MaxRunSpeed=" + BaseSetup.MaxRunSpeed + ", Speed=" + Speed + ", CIPHER=0x" + string.Format("{0:X}", BaseSetup.Cipher1) ); }
public override string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState) { return("walk"); }
public abstract string GetMoveAnim(E_MotionType motion, E_MoveType move, E_WeaponType weapon, E_WeaponState weaponState);