Esempio n. 1
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 public override void setAbnormalState( ABNORMAL_NUM abnormal  )
 {
 }
Esempio n. 2
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    public void addAbnormalState(State state, ABNORMAL_NUM abnormal_num)
    {
        AbnormalState abnormalState = abnormalStateTable[abnormal_num.ToString()] as AbnormalState;
        state.endTime += Time.time;
        abnormalState.addState(state);

        Debug.LogError("addAbnormalState start : " +  abnormal_num.ToString() + "end time " + state.endTime);

        if(abnormalState.states.Count == 1)
        {
            if(abnormalState.stateStartCallback != null)
            {
                abnormalState.stateStartCallback();
            }
            this.currentActionStates = checkActionState();
        }

        if (!IsInvoking ("abnormalStateTimer"))
        {
            InvokeRepeating ("abnormalStateTimer", 0, 1);
        }
    }
Esempio n. 3
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 public virtual void setAbnormalState(ABNORMAL_NUM abnormal)
 {
     //		if (isDead)
     //			return;
     //
     //		this.abnormalState = abnormal;
     //
     //		if(this.abnormalState == ABNORMAL_NUM.NORMAL)
     //		{
     //			this.clearAbormalState();
     //		}
     //		else if (ABNORMAL_NUM.FEAR == this.abnormalState || ABNORMAL_NUM.FIRE == this.abnormalState)
     //		{
     //			this.OutOfControlPos = transform.position;
     //
     //			standby();
     //
     //			move (BattleBg.getPointInAround (OutOfControlPos));
     //		}
 }
Esempio n. 4
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 //    public bool isActionState(Character.ActionStateIndex actionStateIndex)
 //    {
 //        return ((this.currentActionStates >> (int)actionStateIndex ) & 1) == 1;
 //    }
 public void addAbnormalState(int durationTime, State.StateFinish stateFinishCallback, ABNORMAL_NUM abnormal_num)
 {
     this.addAbnormalState(new State(durationTime, stateFinishCallback), abnormal_num);
 }
Esempio n. 5
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 public bool isAbnormalStateActive(ABNORMAL_NUM abnormal_num)
 {
     AbnormalState abnormalState = this.abnormalStateTable[abnormal_num.ToString()] as AbnormalState;
     if(abnormalState == null)
     {
         return false;
     }
     return abnormalState.states.Count > 0;
 }