public FireAuto(HumanBase _human) : base(_human) { animationSpeed = 5; animtionName = "fire"; loop = true; resetScope = true; }
public Fall(HumanBase _human) : base(_human) { animtionName = "DieRoughShort"; loop = false; audioClipName_animationSync = "die2"; }
public Patrol(HumanBase _human) : base(_human) { animtionName = "Walk"; audioClipName_repeat = "npc_step1"; audioTimerRepeat_Max = 0.5f; audioVolume = 0.5f; }
public void Fall(HumanBase humanBase, bool drown = false) { Human human = humanBase as Human; if (ReplayRecorder.isPlaying || NetGame.isClient) { return; } if (passedLevel && ((currentLevelNumber >= 0 && currentLevelNumber < levels.Length) || workshopLevel != null || currentLevelType == WorkshopItemSource.EditorPick)) { if (ReplayRecorder.isRecording) { ReplayRecorder.Stop(); } else if (workshopLevel != null) { passedLevel = false; PlayerManager.SetSingle(); App.instance.PauseLeave(); GameSave.PassCheckpointWorkshop(workshopLevel.hash, 0); } else if (currentLevelType == WorkshopItemSource.EditorPick) { passedLevel = false; PlayerManager.SetSingle(); App.instance.PauseLeave(); if (NetGame.isLocal) { GameSave.StartFromBeginning(); } for (int i = 0; i < Human.all.Count; i++) { Human.all[i].ReleaseGrab(); } } else { StatsAndAchievements.PassLevel(levels[currentLevelNumber], human); for (int j = 0; j < Human.all.Count; j++) { Human.all[j].ReleaseGrab(); } StartCoroutine(PassLevel()); } } else { if (drown) { StatsAndAchievements.IncreaseDrownCount(human); } else { StatsAndAchievements.IncreaseFallCount(human); } Respawn(human, Vector3.zero); CheckpointRespawned(currentCheckpointNumber); } }
public Dead(HumanBase _human) : base(_human) { animtionName = "deactivate"; loop = true; resetScope = true; audioClipName_animationSync = "die1"; }
public Shoot(HumanBase _human) : base(_human) { animtionName = "Firing"; enterDistance = 10; leaveDistance = 15; audioClipName_animationSync = "m4a1_unsil-1"; }
// Use this for initialization void Start() { Application.LoadLevelAdditive("main_ui"); Instance = this; _ui3dController = FindObjectOfType <UI3dController>(); _zombieSquad = FindObjectOfType <ZombieSquad>(); _humanBase = FindObjectOfType <HumanBase>(); _elapsedTime = 0f; }
public Run(HumanBase _human) : base(_human) { moveFactor = 2; animtionName = "run"; loop = true; resetScope = true; audioClipName_repeat = "npc_step3"; audioTimerRepeat_Max = 0.2f; }
public Chase(HumanBase _human) : base(_human) { animtionName = "RunLoop"; enterDistance = 25; leaveDistance = 30; audioClipName_repeat = "npc_step3"; audioTimerRepeat_Max = 0.3f; audioVolume = 1f; }
public Walk(HumanBase _human) : base(_human) { animtionName = "walking"; loop = true; resetScope = false; audioClipName_repeat = "npc_step1"; audioTimerRepeat_Max = 0.37f; audioVolume = 0.5f; }
void Awake() { AudioManager = GetComponent <ZombieSquadAudioManager>(); Instance = this; _zombies = new List <Zombie>(GetComponentsInChildren <Zombie>()); _brainDepot = FindObjectOfType <BrainDepot>(); if (_brainDepot == null) { Debug.LogWarning("brainDepot base is null"); } _jailManager = FindObjectOfType <ZombieJailManager>(); _humanBase = FindObjectOfType <HumanBase>(); if (_humanBase == null) { Debug.LogWarning("human base is null"); } _startTimer.WaitForSeconds(3f); }
public virtual void Start() { myHuman = GetComponent <HumanBase>(); }
public Fire(HumanBase _human) : base(_human) { animtionName = "fire"; loop = false; resetScope = false; }
public Swap (HumanBase _human):base(_human) { animtionName = "deactivate"; loop = false; resetScope = true; }
public Idle(HumanBase _human) : base(_human) { animtionName = "idle"; loop = true; resetScope = false; }
public Reload(HumanBase _human) : base(_human) { animtionName = "reload"; loop = false; resetScope = true; }
public PlayerStateBase(HumanBase _human) : base(_human) { player = (Player)_human; }
public EnemyStateBase(HumanBase _human) : base(_human) { enemy = (Enemy)_human; }
public float timer; //状态剩余时间 public StateBase(HumanBase _human) { human = _human; timer = float.MinValue; }