/// <summary> /// Processes this instance. /// </summary> /// <param name="dto">The dto.</param> /// <param name="errorMessages">The error messages.</param> /// <returns></returns> /// <exception cref="System.SystemException"></exception> internal virtual bool Process(IDto dto, out List <string> errorMessages) { AddSystemLogEntry("Processing..."); ActionComponent workflowAction = this.ActionType.WorkflowAction; if (workflowAction == null) { throw new SystemException(string.Format("The '{0}' component does not exist, or is not active", workflowAction)); } this.ActionType.LoadAttributes(); bool success = workflowAction.Execute(this, dto, out errorMessages); AddSystemLogEntry(string.Format("Processing Complete (Success:{0})", success.ToString())); if (success) { if (this.ActionType.IsActionCompletedOnSuccess) { this.MarkComplete(); } if (this.ActionType.IsActivityCompletedOnSuccess) { this.Activity.MarkComplete(); } } return(success); }
public ActionComponent AddAction(Type type) { var action = new ActionComponent(type); _components.Add(action); return(action); }
public Action(Dictionary<string, string> actionData, List<Dictionary<string, string>> componentData) { /* foreach(Dictionary<string, string> data in componentData) { foreach(KeyValuePair<string, string> e in data) { Debug.Log(e.Key.ToString() + " : " + e.Value.ToString()); } } */ actionName = actionData["ActionName"]; displayName = actionData["DisplayName"]; description = actionData["Description"]; actionGuageUsed = float.Parse(actionData["ActionGuageUsed"]); ActionComponent newComponent = new ActionComponent(); foreach(Dictionary<string,string> component in componentData) { newComponent = new ActionComponent(component); actionComponents.Add(newComponent); } actionComponents.Sort((a, b) => a.executionOrder.CompareTo(b.executionOrder)); }
public TypeConvertForm() { InitializeComponent(); var actionComponentFactory = ServiceProviderContainer.Instance.Value.Services.GetRequiredService <ActionComponentFactory>(); actionComponent = actionComponentFactory.GetActionComponent(toolStripStatusLabel); }
void Start() { movement = GetComponent <CharacterMovement>(); animator = GetComponent <Animator>(); currentHP = maxHP; action = GetComponent <ActionComponent>(); UnitManager.Instance.AddUnit(this); }
private void AddPlayer() { playerID = Game.EntityManager.CreateEntity(); var inputBlock = new ActionComponent(); inputBlock.InitComponent(null); Game.EntityManager.AddComponent(playerID, inputBlock); var form = new FormComponent(); form.InitComponent(playerID, new Vector3(0, 50, 0), "Player", ""); Game.EntityManager.AddComponent(playerID, form); var animComp = new AnimationComponent(); animComp.InitComponent(null); Game.EntityManager.AddComponent(playerID, animComp); var move = new MovementComponent(); move.InitComponent(null); Game.EntityManager.AddComponent(playerID, move); var crouch = new CrouchComponent(); crouch.InitComponent(null); Game.EntityManager.AddComponent(playerID, crouch); var run = new RunComponent(); run.InitComponent(null); Game.EntityManager.AddComponent(playerID, run); var jump = new JumpComponent(); jump.InitComponent(null); Game.EntityManager.AddComponent(playerID, jump); var skill = new SkillComponent(); skill.InitComponent(null); Game.EntityManager.AddComponent(playerID, skill); var health = new HealthComponent() { Damage = 0, DeathType = HealthComponent.DeathTypes.LifeEnded, HP_Max = 50 }; health.InitComponent(null); Game.EntityManager.AddComponent(playerID, health); var menuOptions = new MenuComponent(); menuOptions.InitComponent(null); menuOptions.InitComponent(playerID, "Menu"); Game.EntityManager.AddComponent(playerID, menuOptions); }
/// <summary> /// Processes this WorkflowAction. /// </summary> /// <param name="rockContext">The rock context.</param> /// <param name="entity">The entity that the WorkflowAction is operating against.</param> /// <param name="errorMessages">A <see cref="System.Collections.Generic.List{String}" /> that will contain any error messages that occur while processing the WorkflowAction.</param> /// <returns> /// A <see cref="System.Boolean" /> value that is <c>true</c> if the process completed successfully; otherwise <c>false</c>. /// </returns> /// <exception cref="System.SystemException"></exception> internal virtual bool Process(RockContext rockContext, Object entity, out List <string> errorMessages) { AddLogEntry("Processing..."); var actionType = this.ActionTypeCache; if (actionType == null) { throw new SystemException(string.Format("ActionTypeId: {0} could not be loaded.", this.ActionTypeId)); } ActionComponent workflowAction = actionType.WorkflowAction; if (workflowAction == null) { throw new SystemException(string.Format("The '{0}' component does not exist, or is not active", actionType.EntityType)); } if (IsCriteriaValid) { bool success = workflowAction.Execute(rockContext, this, entity, out errorMessages); this.LastProcessedDateTime = RockDateTime.Now; if (errorMessages.Any()) { foreach (string errorMsg in errorMessages) { AddLogEntry("Error Occurred: " + errorMsg, true); } } AddLogEntry(string.Format("Processing Complete (Success:{0})", success.ToString())); if (success) { if (actionType.IsActionCompletedOnSuccess) { this.MarkComplete(); } if (actionType.IsActivityCompletedOnSuccess) { this.Activity.MarkComplete(); } } return(success); } else { errorMessages = new List <string>(); AddLogEntry("Criteria test failed. Action was not processed. Processing continued."); return(true); } }
protected override void Start() { actionComponent = GetComponent <ActionComponent>(); unitInfo = GetComponent <UnitInfo>(); movement = GetComponent <CharacterMovement>(); ik = unitInfo.GetComponent <GenericIK>(); unitInfo.AddDamageEvent(delegate(UnitInfo _causer, float _damage) { if (unitInfo.GetHP() <= 0) { SetState(AIState.die); return; } float[] roarHPs = { 75, 50, 25 }; for (int i = 0; i < roarHPs.Length; i++) { if (unitInfo.GetLastHP() > roarHPs[i] && unitInfo.GetHP() <= roarHPs[i]) { if (unitInfo.GetCondition() >= ConditionData.UnitCondition.stuned) { unitInfo.GetComponent <ActionComponent>().UseSkill("WakeUp", true); } readyType = ActionReadyType.Roar; unitInfo.RemoveCrowdControlAll(); } } } ); unitInfo.AddStateChangeEvent(delegate(UnitInfo.UnitState _new, UnitInfo.UnitState _old) { } ); weaknessPointObject.AddEvent( delegate(Transform caller) { Debug.Log(caller); StartCoroutine(DisappearWeakness()); unitInfo.AddCrowdControl(ConditionData.UnitCondition.stuned, 5, delegate() { unitInfo.GetComponent <ActionComponent>().UseSkill("WakeUp", true); StartCoroutine(AppearWeakness(UnityEngine.Random.Range(0, weaknessPoints.Count))); } ); actionComponent.StopAction(); movement.Stop(); movement.StopRotating(); } ); actionTarget = new GameObject(transform.name + " Action Target").transform; StartCoroutine(AppearWeakness(UnityEngine.Random.Range(0, weaknessPoints.Count))); base.Start(); //actionTarget = pivot; }
private void TimedActionCompleted(int entityID, ActionComponent action) { MenuSystem.ClearOptions(entityID); CallOnActionCompleted = ActionCompletedEvent(action.ActionType); if (CallOnActionCompleted != null) { CallOnActionCompleted.Invoke(new ActionCompletedData() { ActorID = entityID, TargetID = action.TargetID, ActionType = action.ActionType }); } }
public MainForm() { InitializeComponent(); toolStripStatusLabel.Text = string.Empty; var actionComponentFactory = ServiceProviderContainer.Instance.Value.Services.GetRequiredService <ActionComponentFactory>(); actionComponent = actionComponentFactory.GetActionComponent(toolStripStatusLabel); typesStaticDataCache = ServiceProviderContainer.Instance.Value.Services.GetRequiredService <ITypesStaticDataCache>(); this.assembly = this.GetType().Assembly; textBoxAssemblyPath.Text = this.assembly.Location; }
/// <summary> /// Processes this WorkflowAction. /// </summary> /// <param name="rockContext">The rock context.</param> /// <param name="entity">The entity that the WorkflowAction is operating against.</param> /// <param name="errorMessages">A <see cref="System.Collections.Generic.List{String}" /> that will contain any error messages that occur while processing the WorkflowAction.</param> /// <returns> /// A <see cref="System.Boolean" /> value that is <c>true</c> if the process completed successfully; otherwise <c>false</c>. /// </returns> /// <exception cref="System.SystemException"></exception> internal virtual bool Process(RockContext rockContext, Object entity, out List <string> errorMessages) { AddLogEntry("Processing..."); ActionComponent workflowAction = this.ActionType.WorkflowAction; if (workflowAction == null) { throw new SystemException(string.Format("The '{0}' component does not exist, or is not active", workflowAction)); } this.ActionType.LoadAttributes(rockContext); if (IsCriteriaValid) { bool success = workflowAction.Execute(rockContext, this, entity, out errorMessages); this.LastProcessedDateTime = RockDateTime.Now; AddLogEntry(string.Format("Processing Complete (Success:{0})", success.ToString())); if (success && this.ActionType != null) { if (this.ActionType.IsActionCompletedOnSuccess) { this.MarkComplete(); } if (this.ActionType.IsActivityCompletedOnSuccess) { this.Activity.MarkComplete(); } } return(success); } else { errorMessages = new List <string>(); AddLogEntry("Criteria test failed. Action was not processed. Processing continued."); return(true); } }
private bool CheckResourceTypes(ActionComponent component, IResourceList selectedResources, ref string[] resTypes) { if (component.ResourceType != null) { if (resTypes == null) { resTypes = (selectedResources == null) ? new string[] {} : selectedResources.GetAllTypes(); } if (resTypes.Length != 1 || resTypes [0] != component.ResourceType) { return(false); } } return(true); }
private static void UpdateComponentFilters(ActionComponent component, IActionContext context, ref ActionPresentation presentation, ref bool tabMatched) { if (component.Filters != null) { foreach (IActionStateFilter filter in component.Filters) { filter.Update(context, ref presentation); if (!presentation.Visible) { break; } if (filter is ActiveTabFilter) { tabMatched = true; } } } }
public Mech(Parameters inParameters) { guid = inParameters.guid; owner = Program.networkManager.CurrentRoom.GetPlayer(inParameters.ownerID); bodyType = new MechBodyType(inParameters.bodyTypeName); mobilityType = new MechMobilityType(inParameters.mobilityTypeName); armorType = new MechArmorType(inParameters.armorTypeName); healthComponent = new HealthComponent(this); utilityComponent = new UtilityComponent(this, inParameters.equipedWeaponNames); movementComponent = new MovementComponent(this, inParameters.spawnPosition); pathfindingComponent = new PathfindingComponent(this); viewComponent = new ViewComponent(this); inputComponent = new InputComponent(this); actionComponent = new ActionComponent(this); uiComponent = new UIComponent(this); OnComponentsCreated?.Invoke(); OnComponentsInitialized?.Invoke(); }
private void UpdateComponentPresentation(ActionComponent component, IActionContext context, ref ActionPresentation presentation, ref string[] resTypes, ref bool tabMatched) { presentation.ResetState(); if (!CheckResourceTypes(component, context.SelectedResources, ref resTypes)) { if (resTypes != null && resTypes.Length == 0) { // we need to get tabMatched set correctly in this case UpdateComponentFilters(component, context, ref presentation, ref tabMatched); } presentation.Visible = false; return; } UpdateComponentFilters(component, context, ref presentation, ref tabMatched); if (presentation.Visible) { component.Action.Update(context, ref presentation); } }
public Effect(ActionComponent actionComponent, Character _sourceUnit, Character _targetUnit) { hitType = actionComponent.hitType; elementalType = actionComponent.elementalType; effectType = actionComponent.effectType; basePower = actionComponent.basePower; baseToHit = actionComponent.baseToHit; duration = actionComponent.duration; priPowerStat = actionComponent.priPowerStat; priPowerWeight = actionComponent.priPowerWeight; secPowerStat = actionComponent.secPowerStat; secPowerWeight = actionComponent.secPowerWeight; priResistStat = actionComponent.priResistStat; priResistWeight = actionComponent.priResistWeight; secResistStat = actionComponent.secResistStat; secResistWeight = actionComponent.secResistWeight; sourceUnit = _sourceUnit; targetUnit = _targetUnit; sourcePowerStat = GetStatPower(_sourceUnit); }
protected virtual void Start() { unitInfo = transform.GetComponentInParent <UnitInfo>(); actionComponent = unitInfo.transform.GetComponent <ActionComponent>(); animator = unitInfo.transform.GetComponent <Animator>(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); RockContext rockContext = new RockContext(); Guid? workflowGuid = PageParameter("Workflow").AsGuidOrNull(); Guid? landingActionGuid = PageParameter("LandingAction").AsGuidOrNull(); string documentId = PageParameter("document_id"); if (workflowGuid == null) { nbError.Text = "Error: A valid workflow parameter is required."; nbError.Visible = true; return; } if (landingActionGuid == null) { nbError.Text = "Error: A valid landing action parameter is required."; nbError.Visible = true; return; } if (string.IsNullOrWhiteSpace(documentId)) { nbError.Text = "Error: A valid DocumentId parameter is required."; nbError.Visible = true; return; } // Load the Workflow WorkflowService workflowService = new WorkflowService(rockContext); Workflow workflow = workflowService.Get(workflowGuid.Value); if (workflow == null) { nbError.Text = "Error: A valid workflow parameter is required."; nbError.Visible = true; return; } workflow.LoadAttributes(); WorkflowAction landingAction = workflow.Activities.SelectMany(a => a.Actions.Where(x => x.ActionType.Guid == landingActionGuid)).FirstOrDefault(); if (landingAction == null) { nbError.Text = "Error: A valid landing action parameter is required."; nbError.Visible = true; return; } landingAction.LoadAttributes(); // Load the attributes from the landing action and then update them var documentIdAttribute = AttributeCache.Get(ActionComponent.GetActionAttributeValue(landingAction, "SignNowDocumentId").AsGuid(), rockContext); if (documentIdAttribute.EntityTypeId == new Workflow().TypeId) { workflow.SetAttributeValue(documentIdAttribute.Key, documentId); } else if (documentIdAttribute.EntityTypeId == new WorkflowActivity().TypeId) { landingAction.Activity.SetAttributeValue(documentIdAttribute.Key, documentId); } var pdfSignedAttribute = AttributeCache.Get(ActionComponent.GetActionAttributeValue(landingAction, "PDFSigned").AsGuid(), rockContext); if (pdfSignedAttribute.EntityTypeId == new Workflow().TypeId) { workflow.SetAttributeValue(pdfSignedAttribute.Key, "True"); } else if (pdfSignedAttribute.EntityTypeId == new WorkflowActivity().TypeId) { landingAction.Activity.SetAttributeValue(documentIdAttribute.Key, "True"); } workflow.SaveAttributeValues(); landingAction.SaveAttributeValues(); // Process the workflow List <string> errorMessages; var output = workflowService.Process(workflow, out errorMessages); if (!HttpContext.Current.Response.IsRequestBeingRedirected) { // Redirect back to the workflow NavigateToLinkedPage("WorkflowEntryPage", new Dictionary <string, string>() { { "WorkflowTypeId", workflow.TypeId.ToString() }, { "WorkflowGuid", workflowGuid.ToString() } }); } }
public int findAction(ActionComponent action) { int index = 0; for (int i = 0; i < actionList.Length; i++) { if (action.curDirection == actionList[i].curDirection && action.secondaryAction == actionList[i].secondaryAction && action.primaryAction == actionList[i].primaryAction) { break; } index++; } return index; }
public ActionList() { actionList = new ActionComponent [116]; actionList [0] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.None); actionList [1] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.A); actionList [2] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.B); actionList [3] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.Forward_A); // same as above actionList [4] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.Up_B); actionList [5] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.Down_B); actionList [6] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Smash, PrimaryAction.Forward_A); actionList [7] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Smash, PrimaryAction.Up_A); actionList [8] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Smash, PrimaryAction.Down_A); actionList [9] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Jump, PrimaryAction.None); actionList [10] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Walk, PrimaryAction.None); actionList [11] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Walk, PrimaryAction.Forward_A); actionList [12] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Shield, PrimaryAction.None); actionList [13] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Shield, PrimaryAction.Roll_Left); actionList [14] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Shield, PrimaryAction.Roll_Right); actionList [15] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Flying, PrimaryAction.Right); actionList [16] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Flying, PrimaryAction.Left); actionList [17] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Hit, PrimaryAction.Above); actionList [18] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Hit, PrimaryAction.Below); actionList [19] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Hit, PrimaryAction.Front); actionList [20] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Hit, PrimaryAction.Behind); actionList [21] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Fall_Faster); actionList [22] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.None); actionList [23] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Up_A); actionList [24] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Up_B); actionList [25] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Down_A); actionList [26] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Down_B); actionList [27] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Forward_A); //TODO spriteComponent.animationFrameWork.Add(new CurrentActionComponent (obj, DirectionalAction.Left, SecondaryAction.Falling , PrimaryAction.Backward_A), new AnimationDirectory( , , )); actionList [28] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.A); actionList [29] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.B); actionList [30] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Jump, PrimaryAction.None); actionList [31] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Fall_Faster); actionList [32] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.None); actionList [33] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Up_A); actionList [34] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Up_B); actionList [35] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Down_A); actionList [36] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Down_B); actionList [37] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Forward_A); //spriteComponent.animationFrameWork.Add(new CurrentActionComponent (obj, DirectionalAction.Left, SecondaryAction.Second_Falling , PrimaryAction.Backward_A), new AnimationDirectory( , , )); actionList [38] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.A); actionList [39] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.B); actionList [40] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Hit, PrimaryAction.Above); actionList [41] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Hit, PrimaryAction.Below); actionList [42] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Hit, PrimaryAction.Front); actionList [43] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Hit, PrimaryAction.Behind); actionList [44] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Flying, PrimaryAction.Right); actionList [45] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Flying, PrimaryAction.Left); actionList [46] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.None); actionList [47] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.A); actionList [48] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.B); actionList [49] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.Forward_A); // same as above actionList [50] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.Up_B); actionList [51] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.Down_B); actionList[52] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Smash, PrimaryAction.Forward_A); actionList [53] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Smash, PrimaryAction.Up_A); actionList [54] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Smash, PrimaryAction.Down_A); actionList [55] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Jump, PrimaryAction.None); actionList [56] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Walk, PrimaryAction.None); actionList [57] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Walk, PrimaryAction.Forward_A); actionList [58] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Shield, PrimaryAction.None); actionList [59] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Shield, PrimaryAction.Roll_Left); actionList [60] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Shield, PrimaryAction.Roll_Right); actionList [61] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Flying, PrimaryAction.Right); actionList [62] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Flying, PrimaryAction.Left); actionList [63] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Hit, PrimaryAction.Above); actionList [64] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Hit, PrimaryAction.Below); actionList [65] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Hit, PrimaryAction.Front); actionList [66] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Hit, PrimaryAction.Behind); actionList [67] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Fall_Faster); actionList [68] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.None); actionList [69] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Up_A); actionList [70] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Up_B); actionList [71] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Down_A); actionList [72] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Down_B); actionList [73] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Forward_A); //TODO spriteComponent.animationFrameWork.Add(new CurrentActionComponent (obj, DirectionalAction.Left, SecondaryAction.Falling , PrimaryAction.Backward_A), new AnimationDirectory( , , )); actionList [74] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.A); actionList [75] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.B); actionList [76] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Jump, PrimaryAction.None); actionList [77] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Fall_Faster); actionList [78] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.None); actionList [79] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Up_A); actionList [80] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Up_B); actionList [81] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Down_A); actionList [82] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Down_B); actionList [83] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Forward_A); //spriteComponent.animationFrameWork.Add(new CurrentActionComponent (obj, DirectionalAction.Left, SecondaryAction.Second_Falling , PrimaryAction.Backward_A), new AnimationDirectory( , , )); actionList [84] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.A); actionList [85] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.B); actionList [86] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Hit, PrimaryAction.Above); actionList [87] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Hit, PrimaryAction.Below); actionList [88] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Hit, PrimaryAction.Front); actionList [89] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Hit, PrimaryAction.Behind); actionList [90] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Flying, PrimaryAction.Right); actionList [91] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Flying, PrimaryAction.Left); actionList[92] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Shield, PrimaryAction.Grab); actionList[93] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Shield, PrimaryAction.Grab); actionList[94] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Drift_Left); actionList[95] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Drift_Right); actionList[96] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Drift_Left); actionList[97] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Drift_Right); actionList[98] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Drift_Left); actionList[99] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Second_Falling, PrimaryAction.Drift_Right); actionList[100] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Drift_Left); actionList[101] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Drift_Right); actionList[102] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Falling, PrimaryAction.Backward_A); actionList[103] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Falling, PrimaryAction.Backward_A); actionList[104] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Stand, PrimaryAction.Grab); actionList[105] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Stand, PrimaryAction.Grab); actionList[106] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Throw, PrimaryAction.Left); actionList[107] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Throw, PrimaryAction.Left); actionList[108] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Throw, PrimaryAction.Right); actionList[109] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Throw, PrimaryAction.Right); actionList[110] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Backward_A); actionList[111] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Second_Falling, PrimaryAction.Backward_A); actionList[112] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Grab, PrimaryAction.None); actionList[113] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Grab, PrimaryAction.None); actionList[114] = new ActionComponent(DirectionalAction.Left, SecondaryAction.Grab, PrimaryAction.None); actionList[115] = new ActionComponent(DirectionalAction.Right, SecondaryAction.Grab, PrimaryAction.None); }