public void PlayElements( eActionStep _step, Vector3 _pos, Transform _targetTrn, float _animSpeed) { m_ElementProcessor.PlayElement( _step, _pos, _targetTrn, _animSpeed); }
public void PlayElements( eActionStep _step, Vector3 _pos, Transform _targetTrn) { m_ElementProcessor.PlayElement( _step, _pos, _targetTrn); }
public void PlayElements( eActionStep _step) { m_ElementProcessor.PlayElement( _step, Vector3.zero, null); }
void DecideBlendingStep() { if(m_FinishAnimation != null) m_AniBlendStep = eActionStep.Finish; else if(m_HitAnimation != null) m_AniBlendStep = eActionStep.Hit; else if(m_ReadyAnimation != null) m_AniBlendStep = eActionStep.Ready; }
public void PlayElements( eActionStep _step, float _animSpeed) { m_ElementProcessor.PlayElement( _step, Vector3.zero, null, _animSpeed); }
public bool GetCancelEnable(eActionStep _step, float _elapsedTime) { List<Tbl_Action_Cancel> list = null; bool ret = true; switch(_step) { case eActionStep.Ready: list = m_ReadyAnimation.listCancel; break; case eActionStep.Hit: list = m_HitAnimation.listCancel; break; case eActionStep.Finish: list = m_FinishAnimation.listCancel; break; default: Debug.LogError("Tbl_Action_Recrod::GetCancelEnable: invalid action step[" + _step + "]"); return false; } foreach(Tbl_Action_Cancel cancel in list) { if(cancel.StartTime < _elapsedTime && _elapsedTime < cancel.EndTime) { ret = false; break; } } return ret; }
private void setCurrentStep(eActionStep step) { _currentStep = step; GameEvent.EM().InvokeEvent(GameEvent.EVENT.ACTION_STEP, (int)_currentStep); }
public void PlayElement(eActionStep _element, Vector3 _pos, Transform _targetTrn) { PlayElement(_element, _pos, _targetTrn, 1); }
public void PlayElement(eActionStep _element) { PlayElement(_element, Vector3.zero, null); }
public void PlayElement(eActionStep _element, Vector3 _pos, Transform _targetTrn, float _animSpeed) { if( CheckPermission_NonAction() == false) { Debug.LogWarning("ElementProcessor::PlayElement: There is no [" + _element + "] action. check action initializing"); return; } if(((_element == eActionStep.Ready || _element == eActionStep.Entire) && m_Action.ReadyAnimation == null) || (_element == eActionStep.Hit && m_Action.HitAnimation == null) || (_element == eActionStep.Finish && m_Action.FinishAnimation == null)) { if(m_Owner.CheckModelLoadingState() != eModelLoadingState.Finished) { Debug.LogWarning("ElementProcessor::PlayElement: Loading ModelObject is not finished. state = " + m_Owner.CheckModelLoadingState()); return; } Debug.LogWarning("ElementProcessor::PlayElement: There is no [" + _element + "] action. check action initializing"); Debug.LogWarning("ElementProcessor::PlayElement: m_Action.Index == " + m_Action.Index); Debug.LogWarning("ElementProcessor::PlayElement: m_Action.ActionName == " + m_Action.ActionName); Debug.LogWarning("ElementProcessor::PlayElement: m_Action.ReadyAnimation == " + m_Action.ReadyAnimation); Debug.LogWarning("ElementProcessor::PlayElement: m_Action.HitAnimation == " + m_Action.HitAnimation); Debug.LogWarning("ElementProcessor::PlayElement: m_Action.FinishAnimation == " + m_Action.FinishAnimation); Debug.LogWarning("ElementProcessor::PlayElement: _pos = " + _pos + ", _targetTrn = " + _targetTrn + ", _animSpeed = " + _animSpeed); return; } // m_Effect.Release(false); // m_Sound.Release(); bool refresh = false; if( m_CurStep != _element) { refresh = true; m_Effect.Release(false); m_Sound.Release(); } m_CurStep = _element; switch(_element) { case eActionStep.Ready: case eActionStep.Entire: m_Effect.AddEffect(m_Action.ReadyAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh); // m_Sound.AddSound(m_Action.ReadyAnimation.listSound, _animSpeed); m_Sound.AddSound(m_Action.ReadyAnimation, _animSpeed); break; case eActionStep.Hit: m_Effect.AddEffect(m_Action.HitAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh); // m_Sound.AddSound(m_Action.HitAnimation.listSound, _animSpeed); m_Sound.AddSound(m_Action.HitAnimation, _animSpeed); break; case eActionStep.Finish: m_Effect.AddEffect(m_Action.FinishAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh); // m_Sound.AddSound(m_Action.FinishAnimation.listSound, _animSpeed); m_Sound.AddSound(m_Action.FinishAnimation, _animSpeed); break; // case eActionStep.Entire: // List<Tbl_Action_Effect> listEffect = new List<Tbl_Action_Effect>(); // List<Tbl_Action_Sound> listSound = new List<Tbl_Action_Sound>(); // // if(m_Action.ReadyAnimation != null) // { // listEffect.AddRange(m_Action.ReadyAnimation.listEffect); // listSound.AddRange(m_Action.ReadyAnimation.listSound); // } // if(m_Action.HitAnimation != null) // { // listEffect.AddRange(m_Action.HitAnimation.listEffect); // listSound.AddRange(m_Action.HitAnimation.listSound); // } // if(m_Action.FinishAnimation != null) // { // listEffect.AddRange(m_Action.FinishAnimation.listEffect); // listSound.AddRange(m_Action.FinishAnimation.listSound); // } // // m_Effect.AddEffect(listEffect, _pos, _targetTrn, _animSpeed); // m_Sound.AddSound(listSound, _animSpeed); // break; } }