Esempio n. 1
0
 public WalkParameter(int pathCount, float distance, int min, int max)
 {
     this.reservedPathCount    = pathCount;
     this.arrivedDistance      = distance;
     this.viaPointNumThreshold = new ThresholdInt(min, max);
 }
Esempio n. 2
0
 public WalkParameter(int pathCount, float distance, ThresholdInt threshold)
 {
     this.reservedPathCount    = pathCount;
     this.arrivedDistance      = distance;
     this.viaPointNumThreshold = threshold;
 }
Esempio n. 3
0
        public virtual void OnStart()
        {
            ((Task)this).OnStart();
            AgentActor agent = this.Agent;

            agent.EventKey     = EventType.Sleep;
            agent.CurrentPoint = agent.TargetInSightActionPoint;
            agent.SetActiveOnEquipedItem(false);
            agent.ChaControl.setAllLayerWeight(0.0f);
            agent.ElectNextPoint();
            agent.CurrentPoint.SetActiveMapItemObjs(false);
            ActionPointInfo actionPointInfo1 = agent.TargetInSightActionPoint.GetActionPointInfo(agent);

            agent.Animation.ActionPointInfo = actionPointInfo1;
            ActionPointInfo actionPointInfo2 = actionPointInfo1;
            Transform       t    = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.baseNullName)?.get_transform() ?? ((Component)agent.CurrentPoint).get_transform();
            GameObject      loop = ((Component)agent.CurrentPoint).get_transform().FindLoop(actionPointInfo2.recoveryNullName);

            agent.Animation.RecoveryPoint = loop?.get_transform();
            int eventId = actionPointInfo2.eventID;

            agent.ActionID = eventId;
            int index  = eventId;
            int poseId = actionPointInfo2.poseID;

            agent.PoseID = poseId;
            int       poseID = poseId;
            PlayState info   = Singleton <Resources> .Instance.Animation.AgentActionAnimTable[index][poseID];
            ValueTuple <int, string> valueTuple;

            if (AIProject.Definitions.Action.NameTable.TryGetValue(agent.EventKey, out valueTuple) && (int)valueTuple.Item1 != agent.ActionID)
            {
                return;
            }
            ActorAnimInfo animInfo = agent.Animation.LoadActionState(index, poseID, info);

            agent.LoadActionFlag(index, poseID);
            agent.DeactivateNavMeshAgent();
            agent.Animation.StopAllAnimCoroutine();
            agent.Animation.PlayInAnimation(animInfo.inEnableBlend, animInfo.inBlendSec, info.MainStateInfo.FadeOutTime, animInfo.layer);
            this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>)agent.AnimationAgent.OnEndActionAsObservable(), 1), (System.Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(animInfo.outEnableBlend, animInfo.outBlendSec, animInfo.layer);
            }));
            if (animInfo.hasAction)
            {
                this._onActionPlayDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnActionPlayAsObservable(), (System.Action <M0>)(_ => agent.Animation.PlayActionAnimation(animInfo.layer)));
            }
            this._onCompleteActionDisposable = ObservableExtensions.Subscribe <Unit>((IObservable <M0>)agent.AnimationAgent.OnCompleteActionAsObservable(), (System.Action <M0>)(_ => this.Complete()));
            agent.CurrentPoint.SetSlot((Actor)agent);
            agent.SetStand(t, info.MainStateInfo.InStateInfo.EnableFade, info.MainStateInfo.InStateInfo.FadeSecond, info.DirectionType);
            if (!animInfo.isLoop)
            {
                return;
            }
            ThresholdInt sleepDurationMinMax = Singleton <Resources> .Instance.AgentProfile.SecondSleepDurationMinMax;

            agent.SetCurrentSchedule(animInfo.isLoop, actionPointInfo2.actionName, sleepDurationMinMax.min, sleepDurationMinMax.max, animInfo.hasAction, true);
            if (!agent.AgentData.ScheduleEnabled)
            {
                return;
            }
            Actor.BehaviorSchedule schedule = agent.Schedule;
            schedule.enabled                = agent.AgentData.ScheduleEnabled;
            schedule.elapsedTime            = agent.AgentData.ScheduleElapsedTime;
            schedule.duration               = agent.AgentData.ScheduleDuration;
            agent.Schedule                  = schedule;
            agent.AgentData.ScheduleEnabled = false;
        }