Esempio n. 1
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 public bool Compare(InteractiveObjectTag InteractiveObjectTag)
 {
     return((IsAttractiveObject == -1 || IsAttractiveObject == Convert.ToInt32(InteractiveObjectTag.IsAttractiveObject)) &&
            (IsAi == -1 || IsAi == Convert.ToInt32(InteractiveObjectTag.IsAi)) &&
            (IsObstacle == -1 || IsObstacle == Convert.ToInt32(InteractiveObjectTag.IsObstacle)) &&
            (IsPlayer == -1 || IsPlayer == Convert.ToInt32(InteractiveObjectTag.IsPlayer)) &&
            (IsLevelCompletionZone == -1 || IsLevelCompletionZone == Convert.ToInt32(InteractiveObjectTag.IsLevelCompletionZone)));
 }
Esempio n. 2
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 public override void Init()
 {
     interactiveObjectTag = new InteractiveObjectTag {
         IsAi = true
     };
     AIPatrollingState = new AIPatrollingState();
     AIPatrollingState.isPatrolling = true;
     AIPatrolSystem    = new AIPatrolSystem(this, this.AggressiveObjectInitializerData.AIPatrolSystemDefinition);
     SightObjectSystem = new SightObjectSystem(this, this.AggressiveObjectInitializerData.SightObjectSystemDefinition, new InteractiveObjectTagStruct {
         IsPlayer = 1
     },
                                               OnSightObjectSystemJustIntersected, OnSightObjectSystemIntersectedNothing, OnSightObjectSystemNoMoreIntersected);
     this.AIMoveToDestinationSystem        = new AIMoveToDestinationSystem(this, this.AggressiveObjectInitializerData, this.OnAIDestinationReached);
     this.BaseObjectAnimatorPlayableSystem = new BaseObjectAnimatorPlayableSystem(this.AnimatorPlayable, this.AggressiveObjectInitializerData.LocomotionAnimation);
 }
Esempio n. 3
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        public override void Init()
        {
            interactiveObjectTag = new InteractiveObjectTag {
                IsAttractiveObject = true
            };

            var physicsInteractionSelectionGuard = new InteractiveObjectTagStruct(isAi: 1);

            AttractiveObjectSystem = new AttractiveObjectSystem(this, physicsInteractionSelectionGuard, this.TestAttractiveObjectInitializerData.AttractiveObjectSystemDefinition,
                                                                OnAssociatedAttractiveSystemJustIntersected, OnAssociatedAttractiveSystemNoMoreIntersected, OnAssociatedAttractiveSystemInterestedNothing);

            DisarmObjectSystem = new DisarmObjectSystem(this, this.TestAttractiveObjectInitializerData.DisarmSystemDefinition, new InteractiveObjectTagStruct {
                IsAi = 1
            }, OnAssociatedDisarmObjectTriggerEnter, OnAssciatedDisarmObjectTriggerExit);
            SelectableObjectSystem = new SelectableObjectSystem(this, this.TestAttractiveObjectInitializerData.SelectableObjectSystemDefinition,
                                                                this.TestAttractiveObjectInitializerData.SelectableGrabActionDefinition.BuildPlayerAction(PlayerInteractiveObjectManager.Get().PlayerInteractiveObject));
        }