protected override void Event_HittedZI(AnimationCtrlBase.AniClass a) { if (a.value != string.Empty) { base.PlayHittedAction(true); base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { base.PlayHittedAction(false); if (base.IsCurrentState("Hitted")) { base.UpdateTouch(); } } }; base.mActionList[a.name].AddAction(delegate2); } }
protected override void Event_AttackEndI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { if (!a.revert) { base.ani[a.value].time = 0f; } else { base.ani[a.value].time = base.ani[a.value].clip.length; } base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } if ((base.m_Entity.m_Weapon != null) && (base.m_Entity.m_Weapon.OnAttackEndStartAction != null)) { base.m_Entity.m_Weapon.OnAttackEndStartAction(); } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { this.OnAttackEnd(); base.UpdateTouch(); } }; base.mActionList[a.name].AddAction(delegate2); }
protected override void Event_IdleI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); if (base.ani != null) { base.ani.CrossFade(a.value, 0.2f); } }
protected override void Event_DizzyI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); if (base.ani != null) { base.ani.Play(a.value); } }
protected override void Event_ContinuousI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); if (base.ani != null) { if (!a.revert) { base.ani[a.value].time = 0f; } else { base.ani[a.value].time = base.ani[a.value].clip.length; } base.ani.Play(a.value); } }
protected override void Event_SkillI(AnimationCtrlBase.AniClass a) { if (base.ani[a.value] != null) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { if (!a.revert) { base.ani[a.value].time = 0f; } else { base.ani[a.value].time = base.ani[a.value].clip.length; } base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { if (base.mAniStringList["SkillEnd"].value != "SkillEnd") { if (base.m_Entity.OnSkillActionEnd != null) { base.m_Entity.OnSkillActionEnd(); } base.m_Entity.m_AniCtrl.SendEvent("SkillEnd", true); } else { base.UpdateTouch(); if (base.m_Entity.OnSkillActionEnd != null) { base.m_Entity.OnSkillActionEnd(); } } } }; base.mActionList[a.name].AddAction(delegate2); } }
protected override void Event_CallI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = () => base.UpdateTouch() }; base.mActionList[a.name].AddAction(delegate2); }
protected override void Event_RunI(AnimationCtrlBase.AniClass a) { if ((base.PrevState.name == "AttackEnd") || (base.PrevState.name == "AttackPrev")) { base.mAttackInterrupt = true; if (((base.m_Entity != null) && (base.m_Entity.m_Weapon != null)) && (base.m_Entity.m_Weapon.OnAttackInterruptAction != null)) { base.m_Entity.m_Weapon.OnAttackInterruptAction(); } base.mActionList["AttackPrev"].ActionClear(); base.mActionList["AttackEnd"].ActionClear(); this.AttackInterrupt(); } base.UpdateAnimationSpeed(a.name); if (base.ani != null) { base.ani.CrossFade(a.value, 0.2f); } }