//防御,换武器,爆气3连处理.
    public bool ProcessNormalAction(MeteorUnit Owner)
    {
        MeteorInput Input = Owner.controller.Input;

        if (Input.HasInput((int)EKeyList.KL_Defence, (int)EInputType.EIT_Pressing, Time.deltaTime))
        {
            Owner.Defence();
            return(true);
        }
        else
        if (Input.HasInput((int)EKeyList.KL_ChangeWeapon, (int)EInputType.EIT_Click, Time.deltaTime))
        {
            Owner.ChangeWeapon();
            return(true);
        }
        else if (Input.HasInput((int)EKeyList.KL_BreakOut, (int)EInputType.EIT_Click, Time.deltaTime))
        {
            Owner.DoBreakOut();
            return(true);
        }
        return(false);
    }
Esempio n. 2
0
    void ProcessGunAction(MeteorUnit target)
    {
        PoseStatus  posMng = target.posMng;
        MeteorInput Input  = target.controller.Input;
        MeteorUnit  Owner  = target;

        //响应
        if (Input.HasInput((int)EKeyList.KL_BreakOut, (int)EInputType.EIT_Click))
        {
            Owner.SetGunReady(false);
            Owner.DoBreakOut();
        }
        else  //除了跳/受击/爆气 清了枪蹲下的状态,其他全部不能清理这个状态
        if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
        {
            Owner.SetGunReady(false);
            Owner.SetGround(false);
            Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
        }
        else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
        {
            Owner.SetGunReady(false);
            Owner.SetGround(false);
            Jump(Owner, Input.mInputVector);
        }
        else
        if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
        {
            //这里要判断武器
            Owner.CrouchRush();
        }
        else
        if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
        {
            //这里要判断武器
            Owner.CrouchRush(1);
        }
        else
        if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
        {
            //这里要判断武器
            Owner.CrouchRush(2);
        }
        else
        if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
        {
            //这里要判断武器
            Owner.CrouchRush(3);
        }
        else if (Input.mInputVector != Vector2.zero)
        {
            MoveOnCrouch(Owner, Input.mInputVector);
        }
        else if (Input.mInputVector == Vector2.zero && !posMng.Rotateing)
        {
            if (posMng.mActiveAction.Idx != CommonAction.GunIdle)
            {
                posMng.ChangeAction(CommonAction.GunIdle);
            }
        }
    }
Esempio n. 3
0
    public void ProcessBehaviour(MeteorUnit target)
    {
        PoseStatus  posMng = target.posMng;
        MeteorInput Input  = target.controller.Input;
        MeteorUnit  Owner  = target;

        //后面改为状态机 遵循 当前动作-遍历每一个中断动作-扫描切换所需状态.符合则切换(关键是这个状态表不好生成)
        //除了idle以外还有其他预备动作,都可以随意切换
        if (posMng.mActiveAction.Idx == CommonAction.Idle ||
            PoseStatus.IsReadyAction(posMng.mActiveAction.Idx) ||
            posMng.mActiveAction.Idx == CommonAction.Dead)//动作是假死,角色没有挂
        {
            if (ProcessNormalAction(Owner))
            {
                return;
            }
            else if (Input.HasInput((int)EKeyList.KL_Help, (int)EInputType.EIT_Click))
            {
                //复活队友
                Owner.posMng.ChangeAction(CommonAction.Reborn);
            }
            else if (Input.HasInput((int)EKeyList.KL_Defence, (int)EInputType.EIT_Pressing))
            {
                Owner.Defence();
                return;
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Pressing))
            {
                Owner.OnCrouch();
                return;
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(3);
            }
            else
            if (Input.mInputVector != Vector2.zero)
            {
                Move(Owner, Input.mInputVector);
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.Crouch || (posMng.mActiveAction.Idx >= CommonAction.CrouchForw && posMng.mActiveAction.Idx <= CommonAction.CrouchBack))
        {
            if (Owner.GetWeaponType() == (int)EquipWeaponType.Gun && Owner.GunReady)
            {
                ProcessGunAction(Owner);
                return;
            }

            //除了不能防御
            if (ProcessNormalAction(Owner))
            {
                return;
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Releasing))
            {
                posMng.ChangeAction(CommonAction.Idle, 0.1f);
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.CrouchRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.CrouchRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.CrouchRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.CrouchRush(3);
            }
            else if (Input.mInputVector != Vector2.zero)
            {
                MoveOnCrouch(Owner, Input.mInputVector);
            }
            else if (Input.mInputVector == Vector2.zero && !posMng.Rotateing)
            {
                if (posMng.mActiveAction.Idx != CommonAction.Crouch)
                {
                    posMng.ChangeAction(CommonAction.Crouch, 0.1f);
                }
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.Run || posMng.mActiveAction.Idx == CommonAction.RunOnDrug)
        {
            if (Input.HasInput((int)EKeyList.KL_Help, (int)EInputType.EIT_Click))
            {
                //复活队友
                Owner.posMng.ChangeAction(CommonAction.Reborn);
            }
            else if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Pressing))
            {
                Owner.OnCrouch();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                Owner.IdleRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(3);
            }
            else
            if (Input.mInputVector == Vector2.zero)
            {
                posMng.ChangeAction(0, 0.1f);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (ProcessNormalAction(Owner))
            {
                return;
            }
            else if (Input.mInputVector != Vector2.zero)
            {
                Move(Owner, Input.mInputVector);
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.WalkLeft)
        {
            if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Pressing))
            {
                Owner.OnCrouch();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                Owner.IdleRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(3);
            }
            else if (!posMng.Rotateing && Input.mInputVector == Vector2.zero)
            {
                posMng.ChangeAction(CommonAction.Idle, 0.1f);
            }
            else if (ProcessNormalAction(Owner))
            {
                return;
            }
            else if (Input.mInputVector != Vector2.zero)
            {
                Move(Owner, Input.mInputVector);
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.WalkRight)
        {
            if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Pressing))
            {
                Owner.OnCrouch();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                Owner.IdleRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(3);
            }
            else if (!posMng.Rotateing && Input.mInputVector == Vector2.zero)
            {
                posMng.ChangeAction(CommonAction.Idle, 0.1f);
            }
            else if (ProcessNormalAction(Owner))
            {
                return;
            }
            else if (Input.mInputVector != Vector2.zero)
            {
                Move(Owner, Input.mInputVector);
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.WalkBackward)
        {
            if (Input.HasInput((int)EKeyList.KL_Crouch, (int)EInputType.EIT_Pressing))
            {
                Owner.OnCrouch();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
                //Debug.LogError("jumpback");
            }
            else
            if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress) && Owner.IsOnGround())
            {
                Jump(Owner, Input.mInputVector);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_DoubleClick))
            {
                Owner.IdleRush();
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(1);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(2);
            }
            else
            if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_DoubleClick))
            {
                //这里要判断武器
                Owner.IdleRush(3);
            }
            else if (!posMng.Rotateing && Input.mInputVector == Vector2.zero)
            {
                posMng.ChangeAction(CommonAction.Idle, 0.1f);
            }
            else if (ProcessNormalAction(Owner))
            {
                return;
            }
            else if (Input.mInputVector != Vector2.zero)
            {
                Move(Owner, Input.mInputVector);
            }
        }
        else if ((posMng.mActiveAction.Idx >= CommonAction.BrahchthrustDefence &&
                  posMng.mActiveAction.Idx <= CommonAction.HammerDefence) ||
                 (posMng.mActiveAction.Idx >= CommonAction.ZhihuDefence &&
                  posMng.mActiveAction.Idx <= CommonAction.RendaoDefence))
        {
            //还有乾坤刀的其他2种姿势没处理
            if (Input.HasInput((int)EKeyList.KL_Defence, (int)EInputType.EIT_Releasing))
            {
                Owner.ReleaseDefence();
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.Struggle || posMng.mActiveAction.Idx == CommonAction.Struggle0)  //地面挣扎.僵直中无法输入.
        {
            if (Owner.IsOnGround())
            {
                if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_Release))
                {
                    posMng.ChangeAction(CommonAction.DCForw, 0.1f);
                }
                else if (Input.HasInput((int)EKeyList.KL_KeyS, (int)EInputType.EIT_Release))
                {
                    posMng.ChangeAction(CommonAction.DCBack, 0.1f);
                }
                else if (Input.HasInput((int)EKeyList.KL_KeyA, (int)EInputType.EIT_Release))
                {
                    posMng.ChangeAction(CommonAction.DCLeft, 0.1f);
                }
                else if (Input.HasInput((int)EKeyList.KL_KeyD, (int)EInputType.EIT_Release))
                {
                    posMng.ChangeAction(CommonAction.DCRight, 0.1f);
                }
                else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_ShortRelease))
                {
                    Jump(Owner, Input.mInputVector, Input.KeyStates[(int)EKeyList.KL_Jump].PressedTime / MeteorInput.ShortPressTime);
                }
                else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_FullPress))
                {
                    Jump(Owner, Input.mInputVector);
                }
                else if (Input.HasInput((int)EKeyList.KL_Defence, (int)EInputType.EIT_Click))
                {
                    if (posMng.mActiveAction.Idx == CommonAction.Struggle)
                    {
                        Owner.posMng.ChangeAction(CommonAction.IdleBack, 0.1f);
                    }
                    else if (posMng.mActiveAction.Idx == CommonAction.Struggle0)
                    {
                        Owner.posMng.ChangeAction(CommonAction.IdleFront, 0.1f);
                    }
                }
            }
        }
        else if (Owner.Climbing)
        {
            if (Input.HasInput((int)EKeyList.KL_KeyW, (int)EInputType.EIT_Release))
            {
                //Owner.ProcessFall();
                Owner.posMng.ChangeAction(CommonAction.JumpFall);
            }
            else if (Owner.ImpluseVec.y > 0 && Owner.OnTouchWall)
            {
                if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_Click))
                {
                    //Debug.LogError("ProcessTouchWallJump");
                    Owner.ProcessTouchWallJump(true);
                }
            }
            else if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_Click))
            {
                //Debug.LogError("ProcessJump2");
                Owner.ProcessJump2();
            }
        }
        else if (posMng.mActiveAction.Idx >= CommonAction.Jump && posMng.mActiveAction.Idx <= CommonAction.WallLeftJump)
        {
            if (Input.HasInput((int)EKeyList.KL_ChangeWeapon, (int)EInputType.EIT_Click))
            {
                Owner.ChangeWeapon();
            }
            else if (Owner.ImpluseVec.y > 0)
            {
                if (Input.HasInput((int)EKeyList.KL_Jump, (int)EInputType.EIT_Click))
                {
                    Owner.ProcessJump2();
                }
            }
        }
        else if (posMng.mActiveAction.Idx == CommonAction.GunIdle)
        {
            ProcessGunAction(Owner);
        }
        else if (posMng.IsHurtPose() &&
                 Input.HasInput((int)EKeyList.KL_BreakOut, (int)EInputType.EIT_Click))
        {
            Owner.DoBreakOut();
        }
    }
Esempio n. 4
0
    void OnIdle()
    {
        tick        += Time.deltaTime;
        waitCrouch  -= Time.deltaTime;
        waitDefence -= Time.deltaTime;
        if (tick > updateDelta)
        {
            MeteorUnit u = owner.GetLockedTarget();
            if (u == null)
            {
                targetPath.Clear();
                pathIdx   = -1;
                targetPos = Vector3.zero;
            }
            else
            {
                //targetPath = GameBattleEx.Instance.FindPath(owner.transform.position, u);
                //pathIdx = 0;
                //targetPos = u.transform.position;
            }
            tick = 0.0f;
        }

        //if (targetPos != Vector3.zero && Vector3.Distance(targetPos, owner.transform.position) < 80)
        //{
        //owner.Defence();
        //Status = EAIStatus.Defence;
        //}
        //else
        //{
        //大于50M,尝试走过去。
        //if (targetPos != Vector3.zero)
        //{
        //    Status = EAIStatus.GotoTarget;//先朝目标转向,然后跑过去.不寻路先.
        //}
        //}
        //模拟AI计算下一步该做什么。
        //AI分为发现目标,和未发现目标2种情况下的行为概率.
        //if (targetPath != null)//targetPos != Vector3.zero)
        //{
        //有目标
        //Quaternion cur = Quaternion.LookRotation(targetPos - transform.position, Vector3.up);
        //if (Quaternion.Angle(transform.rotation, Quaternion.Inverse(targetQuat)) <= 10.0f)
        //{
        //使用什么武器?

        //走到什么位置?距离多远,是否存在需要跳跃才能过去的沟渠。

        //发什么招式?武器招式->对方是否跳跃 /技能 ->蓝是否充足

        //是否气血小于健康范围
        //是否没有足够蓝

        //距离应该是最重要的.
        //    float d = Vector3.Distance(transform.position, targetPos);
        //    if (AIData != null)
        //    {
        //        for (int i = 0; i < AIData.Count; i++)
        //        {
        //            if (d > AIData[i])
        //        }
        //    }

        //    Status = EAIStatus.Run;
        //    //owner.posMng.ChangeAction(CommonAction.Run);
        //}
        //else
        //{
        //    Status = EAIStatus.Rotate;
        //}
        //}
        //else
        //{

        //}
        int random = Global.Rand.Next(0, 101);

        switch (SubStatus)
        {
        case EAISubStatus.Think:    //采取一个什么行动,朝目标丢招式,转向目标

            break;
        }
        //Log.LogFrame("随机0-7:得到" + random);
        if (PlayWeaponPoseCorout != null)
        {
        }
        else
        if (owner.posMng.mActiveAction.Idx == CommonAction.Crouch && waitCrouch <= 0.0f)
        {
            switch (random)
            {
            case 0:
            case 1:
            case 2:
            case 3:
            case 4:
                owner.controller.Input.OnKeyUp(EKeyList.KL_Crouch);
                break;
            }
        }
        else
        if (owner.posMng.mActiveAction.Idx <= 10)
        {
            //owner.posMng.ChangeAction(CommonAction.Taunt);
            switch (random)
            {
            case 0:
            case 1:
                owner.controller.Input.OnKeyDown(EKeyList.KL_Defence, true);    //防御
                waitDefence = 1.0f;
                break;

            case 2:
            case 3:
                owner.controller.Input.OnKeyUp(EKeyList.KL_Attack);    //攻击收起
                break;

            case 4:
            case 5:
                owner.controller.Input.OnKeyDown(EKeyList.KL_Attack, true);    //攻击
                break;

            case 6:
                if (owner.AngryValue >= Global.ANGRYMAX)
                {
                    owner.PlaySkill();    //开大
                }
                break;

            case 7:
                TryPlayWeaponPose();    //使用武器招式.
                break;

            case 8:
                owner.controller.Input.OnKeyDown(EKeyList.KL_Crouch, true);    //蹲下
                waitCrouch = 3.0f;
                break;
                //case 9://双击某个方向键2次
                //    TryAvoid();
                //    break;
            }
        }
        else if (((owner.posMng.mActiveAction.Idx >= CommonAction.BrahchthrustDefence) &&
                  (owner.posMng.mActiveAction.Idx <= CommonAction.HammerDefence)) ||
                 ((owner.posMng.mActiveAction.Idx >= CommonAction.ZhihuDefence) &&
                  (owner.posMng.mActiveAction.Idx <= CommonAction.RendaoDefence)))
        {
            if (random < 2 && waitDefence <= 0.0f)
            {
                owner.ReleaseDefence();
            }
            else if (random >= 3 && random <= 4 && waitDefence <= 0.0f && owner.AngryValue >= Global.ANGRYMAX)
            {
                owner.DoBreakOut();
            }
            else if (waitDefence <= 0.0f && owner.AngryValue >= Global.ANGRYMAX && random == 5)
            {
                owner.PlaySkill();
            }
            //else if (waitDefence <= 0.0f && random == 6)
            //    owner.posMng.ChangeAction(CommonAction.DCForw);
        }
        else
        if (owner.posMng.mActiveAction.Idx == CommonAction.Struggle || owner.posMng.mActiveAction.Idx == CommonAction.Struggle0)
        {
            if (struggleCoroutine == null)
            {
                struggleCoroutine = owner.StartCoroutine(ProcessStruggle());
            }
        }
        else if (owner.posMng.IsAttackPose() && owner.controller.Input.AcceptInput())
        {
            //尝试输出下一个连招
            TryPlayNextWeaponPose();
        }
    }