public override float GetDynamicFloatValue(DynamicFloatValueType _type)
        {
            switch (_type)
            {
            case DynamicFloatValueType.MoveForwardSpeed:
                return(Creature.Move.MoveSpeed);

            case DynamicFloatValueType.MoveAngularSpeed:
                return(Creature.Move.MoveAngularSpeed);

            case DynamicFloatValueType.MoveAngularSpeedLimited:
                return(Creature.Move.MoveAngularSpeedLimited);

            case DynamicFloatValueType.MoveDirection:
                return(Creature.Move.MoveDirectionAngle);


            case DynamicFloatValueType.FallSpeed:
                return(Creature.Move.FinalMoveVelocity.y);

            case DynamicFloatValueType.Altitude:
                return(Creature.Move.Altitude);

            case DynamicFloatValueType.AbsoluteAltitude:
                return(Creature.Move.AbsoluteAltitude);

            case DynamicFloatValueType.MovePositionDistance:
                return(Creature.Move.MovePositionDistance);

            case DynamicFloatValueType.TargetMovePositionDistance:
                return(Creature.Move.TargetMovePositionDistance);
            }

            return(0);
        }
Esempio n. 2
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        public virtual float GetDynamicFloatValue(DynamicFloatValueType _type)
        {
            /*
             * switch( _type )
             * {
             * case DynamicFloatValueType.ForwardSpeed:
             *      return MoveForwardVelocity;
             * case DynamicFloatValueType.AngularSpeed:
             *      return MoveAngularVelocity;
             * case DynamicFloatValueType.Direction:
             *      return MoveDirection;
             *
             * case DynamicFloatValueType.FallSpeed:
             *      return Creature.Move.FallSpeed;
             *
             * case DynamicFloatValueType.Altitude:
             *      return MoveAltitude;
             * case DynamicFloatValueType.AbsoluteAltitude:
             *      return MoveAbsoluteAltitude;
             *
             * case DynamicFloatValueType.MovePositionDistance:
             *      return Creature.Move.MovePositionDistance;
             * }*/

            return(0);
        }