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);
     }
 }