private AIBase.ActionSequence GetBulletSeq() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack(string.Empty, 0x13c6, true)); sequence.AddAction(base.GetActionWait(string.Empty, 0x546)); return(sequence); }
private ActionBasic.ActionBase GetCall() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { ConditionBase1Data = 0xbcd, ConditionBase1 = new Func <object, bool>(this.GetCanCall) }; sequence.AddAction(base.GetActionCall(0xbcd)); sequence.AddAction(base.GetActionWait("actionwait", 0x6a4)); return(sequence); }
private ActionBasic.ActionBase GetActionAttacks(int attackid, int attacktime, int attackmaxtime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq1016", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack("attacksss", attackid, true)); sequence.AddAction(base.GetActionWaitRandom("waitsss", attacktime, attackmaxtime)); return(sequence); }
private ActionBasic.ActionBase GetActionSequence(int attackId, int waitTime, int movetime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack("actionattack", attackId, true)); sequence.AddAction(base.GetActionWait("actionwait", waitTime)); sequence.AddAction(new AIMove1018(base.m_Entity, movetime, 0)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveTwo() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; sequence.ConditionBase = () => base.m_Entity.m_HatredTarget != null; sequence.AddAction(base.GetActionAttack("actionattack2", base.m_Entity.m_Data.WeaponID, true)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveOne() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(new AIMove1002(base.m_Entity, 600, -1)); sequence.AddAction(base.GetActionWait("actionwait1", 400)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveTwo() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack("actionattack2", base.m_Entity.m_Data.WeaponID, true)); sequence.AddAction(base.GetActionWaitRandom("actionwaitrandom2", 300, 500)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveTwo(int bulletid, int waitmin, int waitmax) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack("actionattack2", bulletid, true)); sequence.AddAction(base.GetActionWaitRandom("actionwaitrandom2", waitmin, waitmax)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveOne(int movetime, int waittime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(new AIMove1002(base.m_Entity, movetime, -1)); sequence.AddAction(base.GetActionWait("actionwait1", waittime)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveOne() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(new AIMove1052(base.m_Entity, 3)); sequence.AddAction(base.GetActionWaitRandom(string.Empty, 600, 0x4b0)); return(sequence); }
private ActionBasic.ActionBase GetActionMoveOne(int waittime, int waitmaxtime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(new AIMove1018(base.m_Entity, waittime, waitmaxtime)); sequence.AddAction(base.GetActionWaitRandom("actionwait1", 200, 400)); return(sequence); }
private ActionBasic.ActionBase GetActionAttacks(int attackid, int attacktime, int attackmaxtime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = string.Empty, m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack(string.Empty, attackid, true)); sequence.AddAction(base.GetActionWaitRandom(string.Empty, attacktime, attackmaxtime)); return(sequence); }
private ActionBasic.ActionBase GetActionAttackOne() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, 0x3e8, -1)); sequence.AddAction(new AIMove1052(base.m_Entity, 2)); sequence.AddAction(base.GetActionWait(string.Empty, 300)); return(sequence); }
private ActionBasic.ActionBase GetActionMoves(int count) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { m_Entity = base.m_Entity }; for (int i = 0; i < count; i++) { sequence.AddAction(this.GetActionMoveOne(0x3e8, 0x7d0)); } return(sequence); }
protected virtual ActionBasic.ActionBase GetAILogic() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { m_Entity = base.m_Entity, name = this.getactionname("seq1") }; ActionBasic.ActionBase action = new AIMove1010(base.m_Entity, this.baby.GetParent(), this.fardis) { name = this.getactionname("move1010") }; if (< > f__am$cache0 == null) {
private ActionBasic.ActionBase GetActionMoveElite() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttack("actionattack2", 0x444, true)); sequence.AddAction(base.GetActionWaitRandom("actionwaitrandom2", 200, 400)); sequence.AddAction(new AIMove1002(base.m_Entity, 400, 800)); sequence.AddAction(base.GetActionWait("actionwait1", 200)); return(sequence); }
protected override void OnInit() { AIBase.ActionSequence action = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; ActionBasic.ActionBase base2 = base.GetActionAttack("attack", base.m_Entity.m_Data.WeaponID, true); base2.ConditionBase = () => base.m_Entity.m_HatredTarget != null; action.AddAction(base2); action.AddAction(base.GetActionWaitRandom("actionwait", 500, 500)); base.AddAction(action); }
protected override void OnInit() { AIBase.ActionSequence sequence2; switch (this.weight.GetRandom()) { case 0: { sequence2 = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; AIBase.ActionSequence action = sequence2; action.AddAction(base.GetActionAttack(string.Empty, 0x13db, true)); action.AddAction(base.GetActionWaitRandom("actionwait", 500, 0x3e8)); base.AddAction(action); break; } case 1: { sequence2 = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; AIBase.ActionSequence action = sequence2; action.AddAction(base.GetActionAttack(string.Empty, 0x13dd, true)); action.AddAction(base.GetActionWaitRandom("actionwait", 600, 0x3e8)); base.AddAction(action); break; } case 2: { sequence2 = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; AIBase.ActionSequence action = sequence2; action.AddAction(base.GetActionDelegate(delegate { base.m_Entity.m_AniCtrl.SendEvent("Continuous", false); this.seq = DOTween.Sequence(); int num = 30; for (int i = 0; i < num; i++) { TweenSettingsExtensions.AppendCallback(this.seq, new TweenCallback(this, this.< OnInit > m__1)); TweenSettingsExtensions.AppendInterval(this.seq, 0.06f); } TweenSettingsExtensions.AppendCallback(this.seq, new TweenCallback(this, this.< OnInit > m__2)); })); action.AddAction(base.GetActionWaitRandom("actionwait", 0x9c4, 0xbb8)); base.AddAction(action); break; }
private ActionBasic.ActionBase GetActionAttack() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; sequence.ConditionBase = () => base.m_Entity.m_HatredTarget != null; sequence.AddAction(base.GetActionWaitRandom(string.Empty, 200, 600)); sequence.AddAction(new AIMove1051(base.m_Entity, 1f, 0.4f)); sequence.AddAction(base.GetActionWait(string.Empty, 100)); sequence.AddAction(new AIMove1052(base.m_Entity, 3)); sequence.AddAction(base.GetActionWaitRandom(string.Empty, 300, 700)); return(sequence); }
protected override void OnInit() { AIBase.ActionSequence action = new AIBase.ActionSequence { name = "actionseq", ConditionBase = new Func <bool>(this.GetIsAlive) }; action.AddAction(new AIMove1004(base.m_Entity)); AIBase.ActionSequence sequence2 = new AIBase.ActionSequence { name = "actionseq1" }; sequence2.AddAction(base.GetActionWaitRandom("actionwaitr3", 200, 400)); sequence2.AddAction(action); base.AddAction(sequence2); }
private ActionBasic.ActionBase GetActionMoveOne(int waittime, int waitmaxtime) { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; AIMove1019 action = new AIMove1019(base.m_Entity) { attackid = 0x1403 }; sequence.AddAction(action); sequence.AddAction(base.GetActionWaitRandom("actionwait1", waittime, waitmaxtime)); return(sequence); }
private AIBase.ActionSequence GetSprint() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionDelegate(delegate { base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackPrev", -0.3f); })); sequence.AddAction(base.GetActionAttack(string.Empty, 0x13e2, true)); sequence.AddAction(base.GetActionDelegate(delegate { base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackPrev", 0.3f); })); return(sequence); }
private ActionBasic.ActionBase GetActionAttackOne() { int waittime = 200; AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(base.m_Entity.m_Data.WeaponID, waittime, waittime)); sequence.AddAction(base.GetActionWaitRandom(string.Empty, 0x3e8, 0x578)); sequence.AddAction(this.GetActionMoveOne()); sequence.AddAction(this.GetActionMoveOne()); return(sequence); }
private ActionBasic.ActionBase GetLeftAttack() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionDelegate(delegate { base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackPrev", -0.5f); base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackEnd", -0.2f); })); sequence.AddAction(base.GetActionAttack(string.Empty, 0x443, true)); sequence.AddAction(base.GetActionDelegate(delegate { base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackPrev", 0.5f); base.m_Entity.mAniCtrlBase.UpdateAnimationSpeed("AttackEnd", 0.2f); })); return(sequence); }
protected override void OnInit() { AIBase.ActionSequence action = new AIBase.ActionSequence { m_Entity = base.m_Entity }; int num = GameLogic.Random(2, 5); for (int i = 0; i < num; i++) { action.AddAction(this.GetActionSequence(0x1389 + GameLogic.Random(0, 4), 0x7d0, 0x3e8)); } action.AddAction(new AIMove1028(base.m_Entity)); base.AddAction(base.GetActionWaitRandom("actionwait1", 200, 500)); base.AddAction(action); base.bReRandom = true; }
private ActionBasic.ActionBase GetActionAttackOne() { int waittime = 500; AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; sequence.AddAction(base.GetActionAttackWait(0x13c1, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(0x13c1, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(0x13c1, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(0x13c1, waittime, waittime)); sequence.AddAction(base.GetActionAttackWait(0x13c1, waittime, waittime)); sequence.AddAction(base.GetActionWaitRandom(string.Empty, 800, 800)); sequence.AddAction(this.GetActionMoveOne()); return(sequence); }
private ActionBasic.ActionBase GetActionMoveTwo() { AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq2", m_Entity = base.m_Entity }; if (base.m_Entity.IsElite) { sequence.AddAction(base.GetActionAttack("actionattack2", 0x445, true)); } else { sequence.AddAction(base.GetActionAttack("actionattack2", base.m_Entity.m_Data.WeaponID, true)); } sequence.AddAction(base.GetActionWaitRandom("actionwaitrandom2", 400, 600)); return(sequence); }
protected override void OnInit() { AIBase.ActionSequence action = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; action.AddAction(base.GetActionAttack(string.Empty, base.m_Entity.m_Data.WeaponID, true)); action.AddAction(base.GetActionWaitRandom("actionwait", 0x3e8, 0x5dc)); action.AddAction(this.GetActionMoveOne(500, 0x5dc)); AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom { name = "actionchooser", m_Entity = base.m_Entity }; random.ConditionBase = new Func <bool>(this.GetIsAlive); random.AddAction(10, action); base.AddAction(random); }
private ActionBasic.ActionBase GetActionAttackOne() { int waittime = 400; AIBase.ActionSequence sequence = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; int num2 = GameLogic.Random(3, 6); for (int i = 0; i < num2; i++) { sequence.AddAction(base.GetActionAttackWait(0x13c4, waittime, waittime)); } sequence.AddAction(base.GetActionWaitRandom(string.Empty, 300, 500)); sequence.AddAction(this.GetActionMoveOne()); return(sequence); }
protected override void OnInit() { AIBase.ActionSequence action = new AIBase.ActionSequence { name = "actionseq", m_Entity = base.m_Entity }; action.AddAction(base.GetActionAttackSpecial("attack", base.m_Entity.m_Data.WeaponID, true)); action.AddAction(base.GetActionWaitRandom("actionwait", 0x6a4, 0xce4)); action.AddAction(base.GetActionRemoveAttack()); action.AddAction(this.GetActionMoveOne(700, 0x6a4)); AIBase.ActionChooseRandom random = new AIBase.ActionChooseRandom { name = "actionchooser", m_Entity = base.m_Entity }; random.ConditionBase = new Func <bool>(this.GetIsAlive); random.AddAction(10, action); base.AddAction(random); }