public static FollowAction getSSAction(GameObject player) { FollowAction action = CreateInstance <FollowAction>(); action.player = player; return(action); }
public void Awake() { //Debug.Log("CharacterState.Awake()"); //Debug.Log("-- " + gameObject.name); statusListeners = new ArrayList(); state = new PersistentCharacterState(); item = null; followerAction = null; oneLinerTarget = null; currentSeat = null; lastPCDialogueEndedInSeconds = - 100.0f; state.lastSoberingMinute = 0; state.nightsSlept = 0; state.name = name; state.money = money; state.drunkness = 0.0f; state.justHadSex = false; state.startedBlindDate = false; state.variableSet = null; blindDateStartingTime = new DateTime(1, 1, 1); blindDateLength = new TimeSpan(0, 0, 0); currentTask = new TaskInfo(Task.NONE, null); }
protected override void CopyTo(Action _destWarper) { FollowAction followAction = _destWarper as FollowAction; followAction.PilotTransform = PilotTransform; followAction.SetPosition = SetPosition; followAction.SetRotation = SetRotation; followAction.UseVelAsFacing = UseVelAsFacing; followAction.IgnoreVelY = IgnoreVelY; base.CopyTo(_destWarper); }
public void SSActoinEvent(SSAction source, int param = 0, GameObject objParam = null) { if (param == 0) { FollowAction followAction = FollowAction.getSSAction(objParam.gameObject.GetComponent <PatrolData>().player); this.RunAction(objParam, followAction, this); } else { PatrolAction patrolAction = PatrolAction.getSSAction(objParam.gameObject.GetComponent <PatrolData>().start_position); this.RunAction(objParam, patrolAction, this); Singleton <GameEventManager> .Instance.playerEscape(); } }
protected override void setup() { if (RailPrefab == null) { throw new ArgumentNullException("RailPrefrab", "No rail prefab set"); } railObject = UnityEngine.Object.Instantiate(RailPrefab, RailPosition, Quaternion.Euler(RailRotation)); rail = railObject.GetComponent <SmoothBezierCurve>(); pilot = new GameObject("Flyover").transform; pilot.SetParent(railObject.transform); CPDataEntityCollection cPDataEntityCollection = Service.Get <CPDataEntityCollection>(); GameObject gameObject = cPDataEntityCollection.GetComponent <GameObjectReferenceData>(cPDataEntityCollection.LocalPlayerHandle).GameObject; FollowAction followAction = gameObject.AddComponent <FollowAction>(); followAction.PilotTransform = pilot; followAction.SetRotation = false; followAction.UseVelAsFacing = true; followAction.enabled = true; }
private void Start() { fsm = new FSM("Cub AI"); FleeState = fsm.AddState("FleeState"); FollowState = fsm.AddState("FollowState"); FleeAction = new FleeAction(FleeState); FollowAction = new FollowAction(FollowState); FollowState.AddAction(FollowAction); FleeState.AddAction(FleeAction); FollowState.AddTransition("ToFlee", FleeState); FleeState.AddTransition("ToFollow", FollowState); FollowAction.Init(this.transform, .1f, gameObject); FleeAction.Init(this.transform, .1f, gameObject); fsm.Start("FollowState"); }
public AttackAction(IslandElement other) { this.other = other; ifNotCloseEnough = new FollowAction(other, 0f); attackTime = 0f; }
protected override Action[] CreateActions() { Action[] actions = new Action[1]; actions[0] = new FollowAction(actor, CharacterManager.GetPC(), reason, false); return actions; }
public FollowConsequenceNode(GameObject actor, FollowAction.Reason reason) : base(actor, true) { this.reason = reason; }
public void SetFollowerAction(FollowAction followerAction) { if (this.followerAction != null){ this.followerAction.Replaced(); } this.followerAction = followerAction; }