public AnimeAction CreateHitDamageAction(BattleModel targetModel, AnimationClip hitEffect = null) { SequenceAction sequence = new SequenceAction(); sequence.name = "HitSequence"; if (hitEffect != null) { SimpleAnimationAction effectAction = new SimpleAnimationAction(); effectAction.clip = slashEffect; effectAction.spawnPosition = targetModel.transform.position + new Vector3(0, 1, -2); sequence.AddAction(effectAction); } HitAction hitAction = new HitAction(); hitAction.name = "enemyHit"; hitAction.actor = targetModel; sequence.AddAction(hitAction); HitValueAction damageAction = new HitValueAction(); damageAction.valueTextPrefab = hitValuePrefab; damageAction.hitValue = 1000; damageAction.position = targetModel.transform.position + new Vector3(0, 2, -2); sequence.AddAction(damageAction); return(sequence); }
public void ScheduleAction() { ScheduleAction scheduleAction = new ScheduleAction(); HitValueAction hitAction; hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 999; hitAction.position = new Vector3(0, 2, -2); scheduleAction.Schedule(0.5f, hitAction); hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 888; hitAction.position = new Vector3(1, 1, -2); scheduleAction.Schedule(1.0f, hitAction); hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 777; hitAction.position = new Vector3(2, 0, -2); scheduleAction.Schedule(4.0f, hitAction); // SimpleAnimationAction action = new SimpleAnimationAction(); // action.clip = animeClip; // action.spawnPosition = new Vector3(0, 0, zOrderVfx); // action.repeat = 3; // action.destroySelf = false; actionManager.RunAction(scheduleAction); }
public void EnemyHit() { SequenceAction sequence = new SequenceAction(); sequence.name = "HitSequence"; AnimatorAction action = new AnimatorAction(); action.name = "enemyHit"; action.animator = enemyAnimator; action.triggerState = "Hit"; sequence.AddAction(action); HitValueAction hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 1000; hitAction.position = enemyAnimator.transform.position + new Vector3(0, 1, -2); sequence.AddAction(hitAction); //hitAction.position = new Vector3(0, 0, -2); actionManager.RunAction(sequence); //action.animator = bat }
public AnimeAction CreateHitValueAction(BattleModel targetModel) { HitValueAction damageAction = new HitValueAction(); damageAction.valueTextPrefab = hitValuePrefab; damageAction.hitValue = Random.Range(100, 999); damageAction.position = targetModel.transform.position + new Vector3(0, 2, -2); return(damageAction); }
public void HitValue() { HitValueAction action = new HitValueAction(); action.valueTextPrefab = hitValuePrefab; action.hitValue = 1000; action.position = new Vector3(0, 0, -2); actionManager.RunAction(action); }
public void ParallelTest() { ParallelAction parallel = new ParallelAction(); parallel.name = "parallel"; //AnimatorAction action; HitValueAction hitAction; hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 999; hitAction.position = new Vector3(0, 2, -2); parallel.AddAction(hitAction); hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 888; hitAction.position = new Vector3(1, 1, -2); parallel.AddAction(hitAction); hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = 777; hitAction.position = new Vector3(2, 0, -2); parallel.AddAction(hitAction); DelayAction delay = new DelayAction(); delay.SetDuration(2.0f); parallel.AddAction(delay); // actionManager.RunAction(parallel); //action.animator = bat }
public AnimeAction GetTargetHitDamageAction() { SequenceAction sequence = new SequenceAction(); sequence.name = "HitSequence"; AnimatorAction hitAction = new AnimatorAction(); hitAction.name = "enemyHit"; hitAction.animator = target; hitAction.triggerState = "Hit"; sequence.AddAction(hitAction); HitValueAction damageAction = new HitValueAction(); damageAction.valueTextPrefab = hitValuePrefab; damageAction.hitValue = 1000; damageAction.position = target.transform.position + new Vector3(0, 1, -2); sequence.AddAction(damageAction); return(sequence); }
public AnimeAction CreateCastAction(string name, string vfx, Animator target, int damage) { SequenceAction sequence = new SequenceAction(); sequence.name = name; Vector3 targetPosition = target.transform.position; AnimatorAction animeAction; VFXAction vfxAction = new VFXAction(); vfxAction.name = "vfxAction"; vfxAction.vfxName = vfx; vfxAction.position = targetPosition + new Vector3(0, 0, -2); vfxAction.vfxPrefab = vfxPrefab; sequence.AddAction(vfxAction); animeAction = new AnimatorAction(); animeAction.name = "enemyHit"; animeAction.animator = target; animeAction.triggerState = "Hit"; sequence.AddAction(animeAction); HitValueAction hitAction = new HitValueAction(); hitAction.valueTextPrefab = hitValuePrefab; hitAction.hitValue = damage; hitAction.position = targetPosition + new Vector3(0, 1, -2); sequence.AddAction(hitAction); return(sequence); }