コード例 #1
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ファイル: AI3015.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #2
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ファイル: AI5003.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #3
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ファイル: AI3044.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #4
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 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);
 }
コード例 #5
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 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);
 }
コード例 #6
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ファイル: AI3007.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #7
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ファイル: AI3007.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #8
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ファイル: AI3091.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #9
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ファイル: AI3091.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #10
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 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);
 }
コード例 #11
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 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);
 }
コード例 #12
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ファイル: AI5044.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #13
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 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);
 }
コード例 #14
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 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);
 }
コード例 #15
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 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)
     {
コード例 #16
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ファイル: AI3090.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #17
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 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);
 }
コード例 #18
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ファイル: AI5033.cs プロジェクト: renruoyu1989/rougelikeman
    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;
        }
コード例 #19
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ファイル: AI3093.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #20
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 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);
 }
コード例 #21
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    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);
    }
コード例 #22
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ファイル: AI5034.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }
コード例 #23
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ファイル: AI3012.cs プロジェクト: renruoyu1989/rougelikeman
    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);
    }
コード例 #24
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 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);
 }
コード例 #25
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ファイル: AI5012.cs プロジェクト: renruoyu1989/rougelikeman
    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;
    }
コード例 #26
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ファイル: AI5007.cs プロジェクト: renruoyu1989/rougelikeman
    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);
    }
コード例 #27
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 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);
 }
コード例 #28
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 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);
 }
コード例 #29
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    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);
    }
コード例 #30
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ファイル: AI3026.cs プロジェクト: renruoyu1989/rougelikeman
 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);
 }