public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey   = EventType.Drink;
            this._targetItem = agent.SelectDrinkItem();
            ((Task)this).OnStart();
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            PoseKeyPair drinkStandId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.DrinkStandID;

            agent.ActionID = drinkStandId.postureID;
            agent.PoseID   = drinkStandId.poseID;
            PlayState     info     = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[drinkStandId.postureID][drinkStandId.poseID];
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(drinkStandId.postureID, drinkStandId.poseID, info);

            agent.LoadActionFlag(drinkStandId.postureID, drinkStandId.poseID);
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ => agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer)));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, "その場で飲む", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
        public override void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey = EventType.DoorOpen;
            OffMeshLinkData currentOffMeshLinkData = agent.NavMeshAgent.get_currentOffMeshLinkData();
            DoorPoint       component1             = (DoorPoint)((Component)((OffMeshLinkData) ref currentOffMeshLinkData).get_offMeshLink()).GetComponent <DoorPoint>();

            agent.TargetInSightActionPoint = (ActionPoint)component1;
            this._actionMotion             = new PoseKeyPair()
            {
                postureID = -1,
                poseID    = -1
            };
            base.OnStart();
            if (!Object.op_Inequality((Object)agent.CurrentPoint, (Object)null))
            {
                return;
            }
            DoorAnimation component2 = (DoorAnimation)((Component)agent.CurrentPoint).GetComponent <DoorAnimation>();

            if (!Object.op_Inequality((Object)component2, (Object)null))
            {
                return;
            }
            ActionPointInfo actionPointInfo = agent.Animation.ActionPointInfo;
            PlayState       playState       = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[actionPointInfo.eventID][actionPointInfo.poseID];

            component2.Load(playState.MainStateInfo.InStateInfo.StateInfos);
            ActorAnimInfo animInfo = agent.Animation.AnimInfo;

            component2.PlayAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, playState.MainStateInfo.FadeOutTime, animInfo.layer);
        }
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            if (Object.op_Equality((Object)agent.CurrentPoint, (Object)null))
            {
                agent.CurrentPoint = agent.TargetInSightActionPoint;
            }
            agent.DeactivateNavMeshAgent();
            PoseKeyPair comaId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.ComaID;
            PlayState   info   = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[comaId.postureID][comaId.poseID];

            agent.Animation.LoadEventKeyTable(comaId.postureID, comaId.poseID);
            agent.Animation.InitializeStates(info);
            agent.LoadActionFlag(comaId.postureID, comaId.poseID);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                layer             = info.Layer,
                inEnableBlend     = info.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec        = info.MainStateInfo.InStateInfo.FadeSecond,
                outEnableBlend    = info.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec       = info.MainStateInfo.OutStateInfo.FadeSecond,
                directionType     = info.DirectionType,
                endEnableBlend    = info.EndEnableBlend,
                endBlendSec       = info.EndBlendRate,
                isLoop            = info.MainStateInfo.IsLoop,
                loopMinTime       = info.MainStateInfo.LoopMin,
                loopMaxTime       = info.MainStateInfo.LoopMax,
                hasAction         = info.ActionInfo.hasAction,
                loopStateName     = info.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(info.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName,
                randomCount       = info.ActionInfo.randomCount,
                oldNormalizedTime = 0.0f
            };

            agent.Animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = actorAnimInfo1;

            agent.Animation.PlayInAnimation(actorAnimInfo2.inEnableBlend, actorAnimInfo2.inBlendSec, actorAnimInfo2.inFadeOutTime, actorAnimInfo2.layer);
            ActionPointInfo outInfo;

            agent.CurrentPoint.TryGetAgentActionPointInfo(EventType.Sleep, out outInfo);
            Transform  t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            agent.SetCurrentSchedule(true, outInfo.actionName, 175, 185, false, false);
            if (!agent.AgentData.ScheduleEnabled)
            {
                return;
            }
            Actor.BehaviorSchedule schedule = agent.Schedule;
            schedule.enabled                = agent.AgentData.ScheduleEnabled;
            schedule.elapsedTime            = agent.AgentData.ScheduleElapsedTime;
            schedule.duration               = agent.AgentData.ScheduleDuration;
            agent.Schedule                  = schedule;
            agent.AgentData.ScheduleEnabled = false;
        }
Exemple #4
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        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            if (Object.op_Equality((Object)agent.CurrentPoint, (Object)null))
            {
                return;
            }
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            int eventId = actionPointInfo2.eventID;

            agent.ActionID = eventId;
            int index  = eventId;
            int poseId = actionPointInfo2.poseID;

            agent.PoseID = poseId;
            int       poseID = poseId;
            PlayState info   = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[index][poseID];

            agent.CurrentPoint.DestroyByproduct(index, poseID);
            ValueTuple <int, string> valueTuple;

            if (AIProject.Definitions.Action.NameTable.TryGetValue(agent.EventKey, out valueTuple) && (int)valueTuple.Item1 != agent.ActionID)
            {
                return;
            }
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(index, poseID, info);

            agent.LoadActionFlag(index, poseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ => agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer)));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, actionPointInfo2.actionName, animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
Exemple #5
0
        public TaskStatus OnUpdateActionState()
        {
            if (this.PlayingInAnimation)
            {
                return((TaskStatus)3);
            }
            ActorAnimInfo animInfo = this.AnimInfo;

            if (animInfo.isLoop)
            {
                if (this.PlayingActAnimation)
                {
                    return((TaskStatus)3);
                }
                if (!(this.Actor as AgentActor).Schedule.enabled)
                {
                    if (this._endAction != null)
                    {
                        this._endAction.OnNext(Unit.get_Default());
                    }
                    if (this.PlayingOutAnimation)
                    {
                        return((TaskStatus)3);
                    }
                    if (this._completeAction != null)
                    {
                        this._completeAction.OnNext(Unit.get_Default());
                    }
                    return((TaskStatus)2);
                }
                AnimatorStateInfo animatorStateInfo = this.Animator.GetCurrentAnimatorStateInfo(0);
                if (((AnimatorStateInfo) ref animatorStateInfo).IsName(animInfo.loopStateName) && (double)(((AnimatorStateInfo) ref animatorStateInfo).get_normalizedTime() - animInfo.oldNormalizedTime) > 1.0)
                {
                    animInfo.oldNormalizedTime = ((AnimatorStateInfo) ref animatorStateInfo).get_normalizedTime();
                    if (Random.Range(0, animInfo.randomCount) == 0)
                    {
                        if (this._actionPlay != null)
                        {
                            this._actionPlay.OnNext(Unit.get_Default());
                        }
                        animInfo.oldNormalizedTime = 0.0f;
                    }
                }
                return((TaskStatus)3);
            }
            if (this._endAction != null)
            {
                this._endAction.OnNext(Unit.get_Default());
            }
            if (this.PlayingOutAnimation)
            {
                return((TaskStatus)3);
            }
            if (this._completeAction != null)
            {
                this._completeAction.OnNext(Unit.get_Default());
            }
            return((TaskStatus)2);
        }
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey = EventType.Play;
            ((Task)this).OnStart();
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            PoseKeyPair eatStandId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.EatStandID;

            agent.ActionID = eatStandId.postureID;
            agent.PoseID   = eatStandId.poseID;
            PlayState             info         = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[eatStandId.postureID][eatStandId.poseID];
            ActorAnimInfo         animInfo     = agent.Animation.LoadActionState(eatStandId.postureID, eatStandId.poseID, info);
            StuffItem             carryingItem = agent.AgentData.CarryingItem;
            Dictionary <int, int> dictionary;
            int            num;
            ActionItemInfo eventItemInfo;

            if (Singleton <Resources> .Instance.Map.FoodEventItemList.TryGetValue(carryingItem.CategoryID, out dictionary) && dictionary.TryGetValue(carryingItem.ID, out num) && Singleton <Resources> .Instance.Map.EventItemList.TryGetValue(num, out eventItemInfo))
            {
                string     rightHandParentName = Singleton <Resources> .Instance.LocomotionProfile.RightHandParentName;
                GameObject gameObject          = agent.LoadEventItem(num, rightHandParentName, false, eventItemInfo);
                if (Object.op_Inequality((Object)gameObject, (Object)null))
                {
                    foreach (Renderer componentsInChild in (Renderer[])gameObject.GetComponentsInChildren <Renderer>(true))
                    {
                        componentsInChild.set_enabled(true);
                    }
                }
            }
            agent.LoadActionFlag(eatStandId.postureID, eatStandId.poseID);
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, "その場で食べる", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey = EventType.Play;
            ((Task)this).OnStart();
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            List <PoseKeyPair> poseKeyPairList = ListPool <PoseKeyPair> .Get();

            AgentProfile.PoseIDCollection poseIdTable = Singleton <Resources> .Instance.AgentProfile.PoseIDTable;
            poseKeyPairList.AddRange((IEnumerable <PoseKeyPair>)poseIdTable.PlayGameStandIDList);
            Weather weather = Singleton <Manager.Map> .Instance.Simulator.Weather;

            if (agent.AreaType == MapArea.AreaType.Normal)
            {
                poseKeyPairList.AddRange((IEnumerable <PoseKeyPair>)Singleton <Resources> .Instance.AgentProfile.PoseIDTable.PlayGameStandOutdoorIDList);
                if (weather == Weather.Cloud1 || weather == Weather.Cloud2)
                {
                    poseKeyPairList.Add(Singleton <Resources> .Instance.AgentProfile.PoseIDTable.ClearPoseID);
                }
            }
            PoseKeyPair element = poseKeyPairList.GetElement <PoseKeyPair>(Random.Range(0, poseKeyPairList.Count));

            ListPool <PoseKeyPair> .Release(poseKeyPairList);

            agent.ActionID = element.postureID;
            agent.ActionID = element.poseID;
            PlayState info = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[element.postureID][element.poseID];

            agent.Animation.RecoveryPoint = (Transform)null;
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(element.postureID, element.poseID, info);

            agent.LoadActionFlag(element.postureID, element.poseID);
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ => agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer)));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, "その場で遊ぶ", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
        private void Complete()
        {
            AgentActor    agent     = this.Agent;
            AgentActor    partner   = agent.Partner as AgentActor;
            ActorAnimInfo animInfo1 = agent.Animation.AnimInfo;

            if (!animInfo1.outEnableBlend)
            {
                agent.Animation.CrossFadeScreen(-1f);
            }
            agent.SetStand(agent.Animation.RecoveryPoint, animInfo1.endEnableBlend, animInfo1.endBlendSec, animInfo1.directionType);
            agent.Animation.RefsActAnimInfo = true;
            partner.SetStand(partner.Animation.RecoveryPoint, animInfo1.endEnableBlend, animInfo1.endBlendSec, animInfo1.directionType);
            partner.Animation.RefsActAnimInfo = true;
            agent.UpdateStatus(agent.ActionID, agent.PoseID);
            partner.UpdateStatus(partner.ActionID, partner.PoseID);
            agent.CauseSick();
            agent.ApplySituationResultParameter(28);
            partner.ApplySituationResultParameter(28);
            int desireKey1 = Desire.GetDesireKey(Desire.Type.Game);

            agent.SetDesire(desireKey1, 0.0f);
            partner.SetDesire(desireKey1, 0.0f);
            int desireKey2 = Desire.GetDesireKey(Desire.Type.Lonely);

            agent.SetDesire(desireKey2, 0.0f);
            partner.SetDesire(desireKey2, 0.0f);
            agent.ClearItems();
            agent.ClearParticles();
            agent.ResetActionFlag();
            partner.ResetActionFlag();
            agent.SetDefaultStateHousingItem();
            agent.CurrentPoint.SetActiveMapItemObjs(true);
            agent.Partner   = (Actor)null;
            partner.Partner = (Actor)null;
            partner.ActivateNavMeshAgent();
            partner.SetActiveOnEquipedItem(true);
            ActorAnimInfo animInfo2 = partner.Animation.AnimInfo;

            partner.BehaviorResources.ChangeMode(Desire.ActionType.Normal);
            partner.Mode             = Desire.ActionType.Normal;
            agent.TargetInSightActor = (Actor)null;
            agent.CurrentPoint.ReleaseSlot((Actor)this.Agent);
            agent.CurrentPoint             = (ActionPoint)null;
            agent.EventKey                 = (EventType)0;
            agent.PrevActionPoint          = this.Agent.TargetInSightActionPoint;
            agent.TargetInSightActionPoint = (ActionPoint)null;
        }
Exemple #9
0
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            this._agent     = this.Agent;
            this._animation = this._agent.Animation;
            this._agent.DeactivateNavMeshAgent();
            if (this._notNeet = Object.op_Equality((Object)this._animation, (Object)null))
            {
                return;
            }
            this._loopStateName = string.Empty;
            PoseKeyPair pair;

            if (!Singleton <Resources> .IsInstance() || !this.TryGetPoseID(this._agent.ChaControl.fileParam.personality, out pair))
            {
                return;
            }
            PlayState info = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[pair.postureID][pair.poseID];

            this._loopStateName = info.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(info.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName;
            AnimatorStateInfo animatorStateInfo = this._animation.Animator.GetCurrentAnimatorStateInfo(0);

            if (this._notNeet = ((AnimatorStateInfo) ref animatorStateInfo).IsName(this._loopStateName))
            {
                return;
            }
            this._animation.InitializeStates(info);
            this._animation.LoadEventKeyTable(pair.postureID, pair.poseID);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                layer          = info.Layer,
                inEnableBlend  = info.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec     = info.MainStateInfo.InStateInfo.FadeSecond,
                outEnableBlend = info.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec    = info.MainStateInfo.OutStateInfo.FadeSecond,
                directionType  = info.DirectionType,
                isLoop         = info.MainStateInfo.IsLoop
            };

            this._animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = actorAnimInfo1;

            this._animation.StopAllAnimCoroutine();
            this._animation.PlayInAnimation(actorAnimInfo2.inEnableBlend, actorAnimInfo2.inBlendSec, actorAnimInfo2.inFadeOutTime, actorAnimInfo2.layer);
        }
Exemple #10
0
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            PoseKeyPair ovationId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.OvationID;

            agent.ActionID = ovationId.postureID;
            agent.PoseID   = ovationId.poseID;
            PlayState     info     = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[ovationId.postureID][ovationId.poseID];
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(ovationId.postureID, ovationId.poseID, info);

            agent.LoadActionFlag(ovationId.postureID, ovationId.poseID);
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            agent.Animation.StopAllAnimCoroutine();
            PlayerActor pPlayer = agent.Partner as PlayerActor;

            agent.Animation.PlayTurnAnimation(pPlayer.Position, 1f, (PlayState.AnimStateInfo)null, false);
            this._onEndTurnDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)(this._onEndTurn = new Subject <Unit>()), 1), (Action <M0>)(_ =>
            {
                if (Object.op_Inequality((Object)pPlayer, (Object)null))
                {
                    agent.ChaControl.ChangeLookEyesTarget(1, ((Component)pPlayer.CameraControl.CameraComponent).get_transform(), 0.5f, 0.0f, 1f, 2f);
                    agent.ChaControl.ChangeLookEyesPtn(1);
                    agent.ChaControl.ChangeLookNeckTarget(1, ((Component)pPlayer.CameraControl.CameraComponent).get_transform(), 0.5f, 0.0f, 1f, 0.8f);
                    agent.ChaControl.ChangeLookNeckPtn(1, 1f);
                }
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            }));
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), 1), (Action <M0>)(_ => this.Complete()));
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, "拍手", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
        public virtual TaskStatus OnUpdate()
        {
            AgentActor  agent            = this.Agent;
            ActionPoint sightActionPoint = agent.TargetInSightActionPoint;

            agent.CurrentPoint = sightActionPoint;
            ActionPoint actionPoint = sightActionPoint;

            actionPoint.SetSlot((Actor)agent);
            PoseKeyPair     sleepTogetherRight = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.SleepTogetherRight;
            PoseKeyPair     sleepTogetherLeft  = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.SleepTogetherLeft;
            bool            flag    = false;
            ActionPointInfo outInfo = new ActionPointInfo();

            if (Object.op_Inequality((Object)actionPoint, (Object)null))
            {
                flag = actionPoint.FindAgentActionPointInfo(EventType.Sleep, sleepTogetherRight.poseID, out outInfo) || actionPoint.FindAgentActionPointInfo(EventType.Sleep, sleepTogetherLeft.poseID, out outInfo);
            }
            if (!flag)
            {
                agent.ChangeBehavior(Desire.ActionType.Normal);
                return((TaskStatus)1);
            }
            Transform  t    = ((Component)actionPoint).get_transform().FindLoop(outInfo.baseNullName)?.get_transform() ?? ((Component)actionPoint).get_transform();
            GameObject loop = ((Component)actionPoint).get_transform().FindLoop(outInfo.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            PlayState     info          = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[outInfo.eventID][outInfo.poseID];
            ActorAnimInfo actorAnimInfo = agent.Animation.LoadActionState(outInfo.eventID, outInfo.poseID, info);

            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.DisableActionFlag();
            agent.DeactivateNavMeshAgent();
            agent.IsKinematic = true;
            agent.Animation.PlayInAnimation(actorAnimInfo.inEnableBlend, actorAnimInfo.inBlendSec, info.MainStateInfo.FadeOutTime, actorAnimInfo.layer);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            agent.SetCurrentSchedule(actorAnimInfo.isLoop, "添い寝", actorAnimInfo.loopMinTime, actorAnimInfo.loopMaxTime, actorAnimInfo.hasAction, true);
            agent.ChangeBehavior(Desire.ActionType.EndTaskSleepAfterDate);
            return((TaskStatus)2);
        }
        protected void PlayAnimation(int postureID, int poseID)
        {
            AgentActor agent = this.Agent;

            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            PlayState playState = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[postureID][poseID];

            agent.Animation.LoadEventKeyTable(postureID, poseID);
            ActorAnimInfo actorAnimInfo = new ActorAnimInfo()
            {
                inEnableBlend     = playState.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec        = playState.MainStateInfo.InStateInfo.FadeSecond,
                inFadeOutTime     = playState.MainStateInfo.FadeOutTime,
                outEnableBlend    = playState.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec       = playState.MainStateInfo.OutStateInfo.FadeSecond,
                directionType     = playState.DirectionType,
                endEnableBlend    = playState.EndEnableBlend,
                endBlendSec       = playState.EndBlendRate,
                isLoop            = playState.MainStateInfo.IsLoop,
                loopMinTime       = playState.MainStateInfo.LoopMin,
                loopMaxTime       = playState.MainStateInfo.LoopMax,
                hasAction         = playState.ActionInfo.hasAction,
                loopStateName     = playState.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(playState.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName,
                randomCount       = playState.ActionInfo.randomCount,
                oldNormalizedTime = 0.0f
            };

            agent.Animation.AnimInfo = actorAnimInfo;
            ActorAnimInfo animInfo = actorAnimInfo;

            agent.Animation.InitializeStates(playState.MainStateInfo.InStateInfo.StateInfos, playState.MainStateInfo.OutStateInfo.StateInfos, playState.MainStateInfo.AssetBundleInfo);
            this._onEndAction = new Subject <Unit>();
            ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onEndAction, 1), (Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, animInfo.inFadeOutTime, animInfo.layer);
        }
        private void PlayIdleAnimation()
        {
            PoseKeyPair pair;

            if (!Singleton <Resources> .IsInstance() || !this.TryGetPoseID(this._agent.ChaControl.fileParam.personality, out pair))
            {
                return;
            }
            PlayState info = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[pair.postureID][pair.poseID];

            this._loopStateName = info.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(info.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName;
            AnimatorStateInfo animatorStateInfo = this._agent.Animation.Animator.GetCurrentAnimatorStateInfo(0);

            if (((AnimatorStateInfo) ref animatorStateInfo).IsName(this._loopStateName))
            {
                return;
            }
            this._animation.InitializeStates(info);
            this._animation.LoadEventKeyTable(pair.postureID, pair.poseID);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                layer          = info.Layer,
                inEnableBlend  = info.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec     = info.MainStateInfo.InStateInfo.FadeSecond,
                outEnableBlend = info.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec    = info.MainStateInfo.OutStateInfo.FadeSecond,
                directionType  = info.DirectionType,
                isLoop         = info.MainStateInfo.IsLoop,
                endEnableBlend = info.EndEnableBlend,
                endBlendSec    = info.EndBlendRate
            };

            this._animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = actorAnimInfo1;

            this._animation.StopAllAnimCoroutine();
            this._animation.PlayInAnimation(actorAnimInfo2.inEnableBlend, actorAnimInfo2.inBlendSec, actorAnimInfo2.inFadeOutTime, actorAnimInfo2.layer);
        }
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.StateType = AIProject.Definitions.State.Type.Collapse;
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            PoseKeyPair weaknessId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.WeaknessID;
            PlayState   info       = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[weaknessId.postureID][weaknessId.poseID];

            agent.Animation.LoadEventKeyTable(weaknessId.postureID, weaknessId.poseID);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                layer             = info.Layer,
                inEnableBlend     = info.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec        = info.MainStateInfo.InStateInfo.FadeSecond,
                outEnableBlend    = info.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec       = info.MainStateInfo.OutStateInfo.FadeSecond,
                directionType     = info.DirectionType,
                endEnableBlend    = info.EndEnableBlend,
                endBlendSec       = info.EndBlendRate,
                isLoop            = info.MainStateInfo.IsLoop,
                loopMinTime       = info.MainStateInfo.LoopMin,
                loopMaxTime       = info.MainStateInfo.LoopMax,
                hasAction         = info.ActionInfo.hasAction,
                loopStateName     = info.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(info.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName,
                randomCount       = info.ActionInfo.randomCount,
                oldNormalizedTime = 0.0f
            };

            agent.Animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = actorAnimInfo1;

            agent.Animation.InitializeStates(info);
            agent.Animation.PlayInAnimation(actorAnimInfo2.inEnableBlend, actorAnimInfo2.inBlendSec, actorAnimInfo2.inFadeOutTime, actorAnimInfo2.layer);
        }
        public override void OnStart()
        {
            this._unchangeParamState = true;
            AgentActor agent = this.Agent;

            this._prevEventKey = agent.EventKey;
            agent.EventKey     = EventType.DoorOpen;
            OffMeshLinkData currentOffMeshLinkData = agent.NavMeshAgent.get_currentOffMeshLinkData();
            DoorPoint       component1             = (DoorPoint)((Component)((OffMeshLinkData) ref currentOffMeshLinkData).get_offMeshLink()).GetComponent <DoorPoint>();

            this._prevTargetPoint = agent.TargetInSightActionPoint;
            this._isDoorOpen      = !((OffMeshLinkData) ref currentOffMeshLinkData).get_activated() || Object.op_Equality((Object)component1, (Object)null) || component1.IsOpen;
            if (this._isDoorOpen)
            {
                agent.EventKey = this._prevEventKey;
            }
            else
            {
                agent.TargetInSightActionPoint = (ActionPoint)component1;
                base.OnStart();
                if (!Object.op_Inequality((Object)agent.CurrentPoint, (Object)null))
                {
                    return;
                }
                DoorAnimation component2 = (DoorAnimation)((Component)agent.CurrentPoint).GetComponent <DoorAnimation>();
                if (!Object.op_Inequality((Object)component2, (Object)null))
                {
                    return;
                }
                ActionPointInfo actionPointInfo = agent.Animation.ActionPointInfo;
                PlayState       playState       = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[actionPointInfo.eventID][actionPointInfo.poseID];
                component2.Load(playState.MainStateInfo.InStateInfo.StateInfos);
                ActorAnimInfo animInfo = agent.Animation.AnimInfo;
                component2.PlayAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, playState.MainStateInfo.FadeOutTime, animInfo.layer);
            }
        }
Exemple #16
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        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.ElectNextPoint();
            this._poseInfo = new PoseKeyPair?();
            if (Random.Range(0, 2) == 0 || agent.PrevMode == Desire.ActionType.Encounter)
            {
                return;
            }
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            AgentProfile agentProfile = Singleton <Resources> .Instance.AgentProfile;
            float        num1         = agent.AgentData.StatsTable[0];
            float        num2         = agent.AgentData.StatsTable[2];
            int          desireKey1   = Desire.GetDesireKey(Desire.Type.Bath);
            float?       desire1      = agent.GetDesire(desireKey1);
            int          desireKey2   = Desire.GetDesireKey(Desire.Type.Sleep);
            float?       desire2      = agent.GetDesire(desireKey2);

            if (agent.AgentData.SickState.ID == 0)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.CoughID);
            }
            else if ((!desire2.HasValue ? 0 : ((double)desire2.GetValueOrDefault() >= 70.0 ? 1 : 0)) != 0)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.YawnID);
            }
            else if ((!desire1.HasValue ? 0 : ((double)desire1.GetValueOrDefault() >= 70.0 ? 1 : 0)) != 0)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.GrossID);
            }
            else if ((double)num1 <= (double)agentProfile.ColdTempBorder)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.ColdPoseID);
            }
            else if ((double)num1 >= (double)agentProfile.HotTempBorder)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.HotPoseID);
            }
            else if ((double)num2 <= 0.0)
            {
                this._poseInfo = new PoseKeyPair?(agentProfile.PoseIDTable.HungryID);
            }
            if (!this._poseInfo.HasValue)
            {
                return;
            }
            PoseKeyPair poseKeyPair = this._poseInfo.Value;

            agent.ActionID = poseKeyPair.postureID;
            agent.PoseID   = poseKeyPair.poseID;
            PlayState     info     = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[poseKeyPair.postureID][poseKeyPair.poseID];
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(poseKeyPair.postureID, poseKeyPair.poseID, info);

            agent.LoadActionFlag(poseKeyPair.postureID, poseKeyPair.poseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.RecoveryPoint = (Transform)null;
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => this.Agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), 1), (System.Action <M0>)(_ => this.Complete()));
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, "立ちアクション", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
Exemple #17
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        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey = EventType.Cook;
            Resources instance = Singleton <Resources> .Instance;
            Dictionary <int, Dictionary <int, Dictionary <int, FoodParameterPacket> > > foodParameterTable = instance.GameInfo.FoodParameterTable;
            List <StuffItem> itemListInPantry = Singleton <Game> .Instance.Environment.ItemListInPantry;
            List <StuffItem> stuffItemList    = ListPool <StuffItem> .Get();

            foreach (StuffItem stuffItem in itemListInPantry)
            {
                Dictionary <int, Dictionary <int, FoodParameterPacket> > dictionary;
                if (foodParameterTable.TryGetValue(stuffItem.CategoryID, out dictionary) && dictionary.TryGetValue(stuffItem.ID, out Dictionary <int, FoodParameterPacket> _))
                {
                    this._existsFoods = true;
                    stuffItemList.Add(stuffItem);
                }
            }
            if (!this._existsFoods)
            {
                ListPool <StuffItem> .Release(stuffItemList);
            }
            else
            {
                StuffItem element = stuffItemList.GetElement <StuffItem>(Random.Range(0, stuffItemList.Count));
                ListPool <StuffItem> .Release(stuffItemList);

                if (element == null)
                {
                    this._existsFoods = false;
                }
                else
                {
                    agent.AgentData.CarryingItem = new StuffItem(element.CategoryID, element.ID, 1);
                    agent.CurrentPoint           = agent.TargetInSightActionPoint;
                    agent.SetActiveOnEquipedItem(false);
                    agent.ChaControl.setAllLayerWeight(0.0f);
                    agent.ElectNextPoint();
                    agent.CurrentPoint.SetActiveMapItemObjs(false);
                    PoseKeyPair snitchFoodId = instance.AgentProfile.PoseIDTable.SnitchFoodID;
                    agent.ActionID = snitchFoodId.postureID;
                    agent.PoseID   = snitchFoodId.poseID;
                    Transform t = ((Component)agent.CurrentPoint).get_transform().FindLoop(instance.DefinePack.MapDefines.StealPivotName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
                    agent.Animation.RecoveryPoint = (Transform)null;
                    PlayState     info     = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[snitchFoodId.postureID][snitchFoodId.poseID];
                    ActorAnimInfo animInfo = agent.Animation.LoadActionState(snitchFoodId.postureID, snitchFoodId.poseID, info);
                    agent.LoadActionFlag(snitchFoodId.postureID, snitchFoodId.poseID);
                    agent.DeactivateNavMeshAgent();
                    agent.Animation.StopAllAnimCoroutine();
                    agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
                    this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
                    {
                        agent.Animation.StopAllAnimCoroutine();
                        agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
                    }));
                    if (animInfo.hasAction)
                    {
                        this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
                    }
                    this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
                    agent.CurrentPoint.SetSlot((Actor)agent);
                    agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
                    if (!animInfo.isLoop)
                    {
                        return;
                    }
                    agent.SetCurrentSchedule(animInfo.isLoop, "盗み食い", animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
                }
            }
        }
Exemple #18
0
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Wash;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            Resources       instance         = Singleton <Resources> .Instance;
            PoseKeyPair     handWash         = instance.AgentProfile.PoseIDTable.HandWash;
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            agent.ActionID = handWash.postureID;
            agent.PoseID   = handWash.poseID;
            PlayState playState = instance.Animation.AgentActionAnimTable[agent.ActionID][agent.PoseID];

            agent.Animation.LoadEventKeyTable(agent.ActionID, agent.PoseID);
            agent.LoadEventItems(playState);
            agent.LoadEventParticles(agent.ActionID, agent.PoseID);
            agent.Animation.InitializeStates(playState);
            ActorAnimInfo actorAnimInfo = new ActorAnimInfo()
            {
                inEnableBlend  = playState.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec     = playState.MainStateInfo.InStateInfo.FadeSecond,
                inFadeOutTime  = playState.MainStateInfo.FadeOutTime,
                outEnableBlend = playState.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec    = playState.MainStateInfo.OutStateInfo.FadeSecond,
                directionType  = playState.DirectionType,
                endEnableBlend = playState.EndEnableBlend,
                endBlendSec    = playState.EndBlendRate,
                isLoop         = playState.MainStateInfo.IsLoop,
                loopMinTime    = playState.MainStateInfo.LoopMin,
                loopMaxTime    = playState.MainStateInfo.LoopMax,
                hasAction      = playState.ActionInfo.hasAction,
                layer          = playState.MainStateInfo.InStateInfo.StateInfos[0].layer
            };

            agent.Animation.AnimInfo = actorAnimInfo;
            ActorAnimInfo animInfo = actorAnimInfo;

            agent.LoadActionFlag(agent.ActionID, agent.PoseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, playState.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (Action <M0>)(_ => agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer)));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (Action <M0>)(_ => this.Complete()));
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, playState.MainStateInfo.InStateInfo.EnableFade, playState.MainStateInfo.InStateInfo.FadeSecond, playState.DirectionType);
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, actionPointInfo2.actionName, animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Play;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            DateActionPointInfo outInfo;

            agent.CurrentPoint.TryGetAgentDateActionPointInfo(EventType.Play, out outInfo);
            Transform  t1    = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.baseNullNameA)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            Transform  t2    = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.baseNullNameB)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject loop1 = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.recoveryNullNameA);

            agent.Animation.RecoveryPoint = loop1?.get_transform();
            GameObject loop2 = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.recoveryNullNameB);

            agent.Animation.RecoveryPoint = loop2?.get_transform();
            int eventId = outInfo.eventID;

            agent.ActionID = eventId;
            int eventID = eventId;
            int poseIda = outInfo.poseIDA;

            agent.PoseID = poseIda;
            int       poseID1    = poseIda;
            PlayState playState1 = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[eventID][poseID1];

            agent.Animation.LoadEventKeyTable(eventID, poseID1);
            agent.LoadEventItems(playState1);
            agent.LoadEventParticles(eventID, poseID1);
            agent.Animation.InitializeStates(playState1);
            AgentActor partner = agent.Partner as AgentActor;

            partner.BehaviorResources.ChangeMode(Desire.ActionType.Idle);
            partner.Mode     = Desire.ActionType.Idle;
            partner.ActionID = eventID;
            int poseIdb = outInfo.poseIDB;

            partner.PoseID = poseIdb;
            int poseID2 = poseIdb;

            partner.Animation.LoadEventKeyTable(eventID, poseID2);
            PlayState playState2 = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[eventID][poseID2];

            partner.LoadEventItems(playState2);
            partner.LoadEventParticles(eventID, poseID2);
            partner.Animation.InitializeStates(playState2);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                inEnableBlend     = playState1.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec        = playState1.MainStateInfo.InStateInfo.FadeSecond,
                inFadeOutTime     = playState1.MainStateInfo.FadeOutTime,
                outEnableBlend    = playState1.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec       = playState1.MainStateInfo.OutStateInfo.FadeSecond,
                directionType     = playState1.DirectionType,
                endEnableBlend    = playState1.EndEnableBlend,
                endBlendSec       = playState1.EndBlendRate,
                isLoop            = playState1.MainStateInfo.IsLoop,
                loopMinTime       = playState1.MainStateInfo.LoopMin,
                loopMaxTime       = playState1.MainStateInfo.LoopMax,
                hasAction         = playState1.ActionInfo.hasAction,
                loopStateName     = playState1.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(playState1.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName,
                randomCount       = playState1.ActionInfo.randomCount,
                oldNormalizedTime = 0.0f,
                layer             = playState1.MainStateInfo.InStateInfo.StateInfos[0].layer
            };

            agent.Animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo animInfo       = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = new ActorAnimInfo()
            {
                layer          = playState2.Layer,
                inEnableBlend  = playState2.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec     = playState2.MainStateInfo.InStateInfo.FadeSecond,
                outEnableBlend = playState2.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec    = playState2.MainStateInfo.OutStateInfo.FadeSecond,
                directionType  = playState1.DirectionType,
                isLoop         = playState1.MainStateInfo.IsLoop,
                endEnableBlend = playState1.EndEnableBlend,
                endBlendSec    = playState1.EndBlendRate
            };

            partner.Animation.AnimInfo = actorAnimInfo2;
            ActorAnimInfo actorAnimInfo3 = actorAnimInfo2;

            agent.DisableActionFlag();
            partner.DisableActionFlag();
            agent.DeactivateNavMeshAgent();
            agent.IsKinematic = true;
            partner.SetActiveOnEquipedItem(false);
            partner.ChaControl.setAllLayerWeight(0.0f);
            partner.DeactivateNavMeshAgent();
            partner.IsKinematic = true;
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, playState1.MainStateInfo.FadeOutTime, animInfo.layer);
            agent.SetStand(t1, playState1.MainStateInfo.InStateInfo.EnableFade, playState1.MainStateInfo.InStateInfo.FadeSecond, animInfo.layer);
            partner.Animation.PlayInAnimation(actorAnimInfo3.inEnableBlend, actorAnimInfo3.inBlendSec, playState2.MainStateInfo.FadeOutTime, actorAnimInfo3.layer);
            partner.SetStand(t2, playState2.MainStateInfo.InStateInfo.EnableFade, playState2.MainStateInfo.InStateInfo.FadeSecond, actorAnimInfo3.layer);
            ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onEndAction, 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
                partner.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                ObservableExtensions.Subscribe <Unit>((IObservable <M0>) this._onActionPlay, (System.Action <M0>)(_ =>
                {
                    agent.Animation.PlayActionAnimation(animInfo.layer);
                    partner.Animation.PlayActionAnimation(animInfo.layer);
                }));
            }
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, outInfo.actionName, animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
        }
Exemple #20
0
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Sleep;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            agent.DeactivateNavMeshAgent();
            agent.DisableActionFlag();
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            PoseKeyPair wakenUpId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.WakenUpID;
            PlayState   playState = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[wakenUpId.postureID][wakenUpId.poseID];

            agent.Animation.LoadEventKeyTable(wakenUpId.postureID, wakenUpId.poseID);
            ActorAnimInfo actorAnimInfo1 = new ActorAnimInfo()
            {
                layer             = playState.Layer,
                inEnableBlend     = playState.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec        = playState.MainStateInfo.InStateInfo.FadeSecond,
                inFadeOutTime     = playState.MainStateInfo.FadeOutTime,
                outEnableBlend    = playState.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec       = playState.MainStateInfo.OutStateInfo.FadeSecond,
                directionType     = playState.DirectionType,
                endEnableBlend    = playState.EndEnableBlend,
                endBlendSec       = playState.EndBlendRate,
                isLoop            = playState.MainStateInfo.IsLoop,
                loopMinTime       = playState.MainStateInfo.LoopMin,
                loopMaxTime       = playState.MainStateInfo.LoopMax,
                hasAction         = playState.ActionInfo.hasAction,
                loopStateName     = playState.MainStateInfo.InStateInfo.StateInfos.GetElement <PlayState.Info>(playState.MainStateInfo.InStateInfo.StateInfos.Length - 1).stateName,
                randomCount       = playState.ActionInfo.randomCount,
                oldNormalizedTime = 0.0f
            };

            agent.Animation.AnimInfo = actorAnimInfo1;
            ActorAnimInfo actorAnimInfo2 = actorAnimInfo1;

            if (!playState.MainStateInfo.InStateInfo.StateInfos.IsNullOrEmpty <PlayState.Info>())
            {
                foreach (PlayState.Info stateInfo in playState.MainStateInfo.InStateInfo.StateInfos)
                {
                    agent.Animation.InStates.Enqueue(stateInfo);
                }
            }
            agent.Animation.OutStates.Clear();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(actorAnimInfo2.inEnableBlend, actorAnimInfo2.inBlendSec, actorAnimInfo2.inFadeOutTime, actorAnimInfo2.layer);
            agent.SleepTrigger           = false;
            agent.AgentData.YobaiTrigger = false;
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, playState.MainStateInfo.InStateInfo.EnableFade, playState.MainStateInfo.InStateInfo.FadeSecond, playState.DirectionType);
        }
Exemple #21
0
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.StorageIn;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            ValueTuple <int, string> valueTuple;

            AIProject.Definitions.Action.NameTable.TryGetValue(agent.EventKey, out valueTuple);
            agent.ActionID = (int)valueTuple.Item1;
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            agent.PoseID = actionPointInfo2.poseID;
            PlayState playState = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[agent.ActionID][actionPointInfo2.poseID];

            agent.Animation.LoadEventKeyTable(agent.ActionID, actionPointInfo2.poseID);
            agent.LoadEventItems(playState);
            agent.LoadEventParticles(agent.ActionID, actionPointInfo2.poseID);
            agent.Animation.InitializeStates(playState);
            ActorAnimInfo actorAnimInfo = new ActorAnimInfo()
            {
                inEnableBlend  = playState.MainStateInfo.InStateInfo.EnableFade,
                inBlendSec     = playState.MainStateInfo.InStateInfo.FadeSecond,
                inFadeOutTime  = playState.MainStateInfo.FadeOutTime,
                outEnableBlend = playState.MainStateInfo.OutStateInfo.EnableFade,
                outBlendSec    = playState.MainStateInfo.OutStateInfo.FadeSecond,
                directionType  = playState.DirectionType,
                endEnableBlend = playState.EndEnableBlend,
                endBlendSec    = playState.EndBlendRate,
                isLoop         = playState.MainStateInfo.IsLoop,
                loopMinTime    = playState.MainStateInfo.LoopMin,
                loopMaxTime    = playState.MainStateInfo.LoopMax,
                hasAction      = playState.ActionInfo.hasAction,
                layer          = playState.MainStateInfo.InStateInfo.StateInfos[0].layer
            };

            agent.Animation.AnimInfo = actorAnimInfo;
            ActorAnimInfo animInfo = actorAnimInfo;
            Resources     instance = Singleton <Resources> .Instance;

            agent.LoadActionFlag(actionPointInfo2.eventID, actionPointInfo2.poseID);
            agent.DeactivateNavMeshAgent();
            ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onStartChestAction, 1), (System.Action <M0>)(_ =>
            {
                if (!Object.op_Inequality((Object)this._chestAnimation, (Object)null))
                {
                    return;
                }
                this._chestAnimation.PlayInAnimation();
            }));
            ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onStartAction, 1), (System.Action <M0>)(_ => agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, animInfo.inFadeOutTime, animInfo.layer)));
            ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onEndAction, 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onActionPlay, 1), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, playState.MainStateInfo.InStateInfo.EnableFade, playState.MainStateInfo.InStateInfo.FadeSecond, playState.DirectionType);
            if (animInfo.isLoop)
            {
                this.Agent.SetCurrentSchedule(animInfo.isLoop, (string)valueTuple.Item2, animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, false);
            }
            if (!Object.op_Inequality((Object)this.Agent.CurrentPoint, (Object)null))
            {
                return;
            }
            this._chestAnimation = (ChestAnimation)((Component)this.Agent.CurrentPoint).GetComponent <ChestAnimation>();
        }
Exemple #22
0
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Eat;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            StuffItem carryingItem = agent.AgentData.CarryingItem;

            ItemIDKeyPair[] canStandEatItems = Singleton <Resources> .Instance.AgentProfile.CanStandEatItems;
            bool            flag             = false;

            foreach (ItemIDKeyPair itemIdKeyPair in canStandEatItems)
            {
                if (carryingItem.CategoryID == itemIdKeyPair.categoryID && carryingItem.ID == itemIdKeyPair.itemID)
                {
                    flag = true;
                    break;
                }
            }
            ActionPointInfo outInfo;

            if (flag)
            {
                PoseKeyPair eatDeskId  = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.EatDeskID;
                PoseKeyPair eatChairId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.EatChairID;
                if (agent.TargetInSightActionPoint.FindAgentActionPointInfo(EventType.Eat, eatDeskId.poseID, out outInfo))
                {
                    agent.Animation.ActionPointInfo = outInfo;
                }
                else if (agent.TargetInSightActionPoint.FindAgentActionPointInfo(EventType.Eat, eatChairId.poseID, out outInfo))
                {
                    agent.Animation.ActionPointInfo = outInfo;
                }
            }
            else
            {
                PoseKeyPair eatDishId = Singleton <Resources> .Instance.AgentProfile.PoseIDTable.EatDishID;
                if (agent.TargetInSightActionPoint.FindAgentActionPointInfo(EventType.Eat, eatDishId.poseID, out outInfo))
                {
                    agent.Animation.ActionPointInfo = outInfo;
                }
            }
            Transform  t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(outInfo.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            int eventId = outInfo.eventID;

            agent.ActionID = eventId;
            int index  = eventId;
            int poseId = outInfo.poseID;

            agent.PoseID = poseId;
            int                   poseID   = poseId;
            PlayState             info     = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[index][poseID];
            ActorAnimInfo         animInfo = agent.Animation.LoadActionState(index, poseID, info);
            Dictionary <int, int> dictionary;
            int                   num;
            ActionItemInfo        eventItemInfo;

            if (Singleton <Resources> .Instance.Map.FoodEventItemList.TryGetValue(carryingItem.CategoryID, out dictionary) && dictionary.TryGetValue(carryingItem.ID, out num) && Singleton <Resources> .Instance.Map.EventItemList.TryGetValue(num, out eventItemInfo))
            {
                LocomotionProfile locomotionProfile = Singleton <Resources> .Instance.LocomotionProfile;
                string            parentName        = !flag ? locomotionProfile.RootParentName : locomotionProfile.RightHandParentName;
                GameObject        gameObject        = agent.LoadEventItem(num, parentName, false, eventItemInfo);
                if (Object.op_Inequality((Object)gameObject, (Object)null))
                {
                    foreach (Renderer componentsInChild in (Renderer[])gameObject.GetComponentsInChildren <Renderer>(true))
                    {
                        componentsInChild.set_enabled(true);
                    }
                }
            }
            agent.LoadActionFlag(index, poseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            if (!animInfo.isLoop)
            {
                return;
            }
            agent.SetCurrentSchedule(animInfo.isLoop, outInfo.actionName, animInfo.loopMinTime, animInfo.loopMaxTime, animInfo.hasAction, true);
        }
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Sleep;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            int eventId = actionPointInfo2.eventID;

            agent.ActionID = eventId;
            int index  = eventId;
            int poseId = actionPointInfo2.poseID;

            agent.PoseID = poseId;
            int       poseID = poseId;
            PlayState info   = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[index][poseID];

            agent.CurrentPoint.DestroyByproduct(index, poseID);
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(index, poseID, info);

            agent.LoadActionFlag(index, poseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, animInfo.inFadeOutTime, animInfo.layer);
            this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            if (animInfo.isLoop)
            {
                agent.SetCurrentSchedule(animInfo.isLoop, actionPointInfo2.actionName, 100, 200, animInfo.hasAction, true);
                if (agent.AgentData.ScheduleEnabled)
                {
                    Actor.BehaviorSchedule schedule = agent.Schedule;
                    schedule.enabled                = agent.AgentData.ScheduleEnabled;
                    schedule.elapsedTime            = agent.AgentData.ScheduleElapsedTime;
                    schedule.duration               = agent.AgentData.ScheduleDuration;
                    agent.Schedule                  = schedule;
                    agent.AgentData.ScheduleEnabled = false;
                }
            }
            MapUIContainer.AddSystemLog(string.Format("{0}が寝ました", (object)MapUIContainer.CharaNameColor((Actor)agent)), true);
        }