コード例 #1
0
ファイル: AnimStateGoTo.cs プロジェクト: Physics-EA/Samurai
    override public void OnDeactivate()
    {
        AnimEngine[AnimName].speed = 1;

        Action.SetSuccess();
        Action = null;

        Owner.BlackBoard.Speed = 0;

        base.OnDeactivate();

        // Time.timeScale = 1;
    }
コード例 #2
0
ファイル: AnimStateGoTo.cs プロジェクト: Physics-EA/Samurai
    protected override void Initialize(ActionBase action)
    {
        base.Initialize(action);

        Action = action as ActionGoTo;

        Vector3 dir;

        if (Owner.BlackBoard.LookType == E_LookType.TrackTarget && Owner.BlackBoard.DesiredTarget != null)
        {
            dir   = Owner.BlackBoard.DesiredTarget.Position - Owner.Transform.position;
            dir.y = 0;
            dir.Normalize();
        }
        else
        {
            dir   = Action.FinalPosition - Owner.Transform.position;
            dir.y = 0;
            dir.Normalize();
        }

        StartRotation = Owner.Transform.rotation;

        if (dir != Vector3.zero)
        {
            FinalRotation.SetLookRotation(dir);
        }

        Owner.BlackBoard.MotionType = GetMotionType();

        if (Action.Motion == E_MotionType.Sprint)
        {
            MaxSpeed = Owner.BlackBoard.MaxSprintSpeed;
        }
        else if (Action.Motion == E_MotionType.Run)
        {
            MaxSpeed = Owner.BlackBoard.MaxRunSpeed;
        }
        else
        {
            MaxSpeed = Owner.BlackBoard.MaxWalkSpeed;
        }

        RotationProgress = 0;
    }
コード例 #3
0
    void Update()
    {
        if (Owner.BlackBoard.Health <= 0)
        {
            if (!isDeath)
            {
                StartCoroutine(PlayTeleport());
                isDeath = true;
            }
            return;
        }
        else
        {
            Owner.CharacterController.SimpleMove(Vector3.zero);
        }

        //  只有当在警觉状态下,才会进行警戒计时
        if (Alert() && Owner.Status == E_CurrentStatus.E_Idle)
        {
            alertStartTime += Time.deltaTime;
            ActionRotate actionRotate = ActionFactory.Create(ActionFactory.E_Type.E_Rotate) as ActionRotate;
            actionRotate.Direction = targetDir;
            animComponent.HandleAction(actionRotate);
            Owner.BlackBoard.WeaponState = E_WeaponState.Ready;
        }
        else
        {
            ActionIdle actionIdle = ActionFactory.Create(ActionFactory.E_Type.E_IDLE) as ActionIdle;
            animComponent.HandleAction(actionIdle);
            alertStartTime = 0;
            Owner.BlackBoard.WeaponState = E_WeaponState.NotInHands;
        }

        //  当超过警觉时间,切换为移动状态
        if (alertStartTime > alertTime)
        {
            Owner.Status   = E_CurrentStatus.E_Move;
            alertStartTime = 0;
        }

        if (Owner.Status == E_CurrentStatus.E_Move)
        {
            //  当进入移动状态时,判断敌人是否在视野范围内,如果是追击敌人,如果不在,返回到Idl状态,接着之前的行为
            if (InView())
            {
                ActionGoTo actionGoto = ActionFactory.Create(ActionFactory.E_Type.E_GOTO) as ActionGoTo;

                Owner.BlackBoard.MoveDir     = targetDir.normalized; //  更新移动方向
                Owner.BlackBoard.WeaponState = E_WeaponState.Ready;

                actionGoto.FinalPosition = targetPos;
                actionGoto.MoveType      = E_MoveType.Forward;
                actionGoto.Motion        = E_MotionType.Sprint;
                animComponent.HandleAction(actionGoto);
            }
            else
            {
                Owner.Status = E_CurrentStatus.E_Idle;
                Owner.BlackBoard.WeaponState = E_WeaponState.NotInHands;
            }
        }

        //  只要在攻击距离内,就直接切换到攻击状态
        if (InAttackView() && Owner.Status == E_CurrentStatus.E_Move)
        {
            ActionAttack actionAttack = ActionFactory.Create(ActionFactory.E_Type.E_ATTACK) as ActionAttack;

            actionAttack.Target    = Player.Instance.Agent;
            actionAttack.AttackDir = Player.Instance.transform.position - transform.position;

            animComponent.HandleAction(actionAttack);

            Owner.WorldState.SetWSProperty(E_PropKey.E_IDLING, false);
            Owner.Status = E_CurrentStatus.E_Attack;
        }

        if (Owner.Status == E_CurrentStatus.E_Attack && Owner.WorldState.GetWSProperty(E_PropKey.E_IDLING).GetBool())
        {
            //  Owner.Status = E_CurrentStatus.E_Idle;
            Owner.Status = E_CurrentStatus.E_Injury;
        }

        //  如果在受伤或者格挡状态,隔0.3s回Idle
        if (Owner.Status == E_CurrentStatus.E_Injury || Owner.Status == E_CurrentStatus.E_Block)
        {
            injuryStartTime += Time.deltaTime;
        }

        if (injuryStartTime > injuryTime)
        {
            Owner.Status    = E_CurrentStatus.E_Idle;
            injuryStartTime = 0;
        }
    }
コード例 #4
0
    //  生成动作
    static public ActionBase Create(E_Type type)
    {
        int index = (int)type;

        ActionBase a;

        if (m_UnusedActions[index].Count > 0)
        {
            a = m_UnusedActions[index].Dequeue();
        }
        else
        {
            switch (type)
            {
            case E_Type.E_IDLE:
                a = new ActionIdle();
                break;

            case E_Type.E_MOVE:
                a = new ActionMove();
                break;

            case E_Type.E_GOTO:
                a = new ActionGoTo();
                break;

            case E_Type.E_COMBAT_MOVE:
                a = new ActionCombatMove();
                break;

            case E_Type.E_ATTACK:
                a = new ActionAttack();
                break;

            case E_Type.E_ATTACK_ROLL:
                a = new ActionAttackRoll();
                break;

            case E_Type.E_ATTACK_WHIRL:
                a = new ActionAttackWhirl();
                break;

            case E_Type.E_INJURY:
                a = new ActionInjury();
                break;

            case E_Type.E_DAMAGE_BLOCKED:
                a = new ActionDamageBlocked();
                break;

            case E_Type.E_BLOCK:
                a = new ActionBlock();
                break;

            case E_Type.E_ROLL:
                a = new ActionRoll();
                break;

            case E_Type.E_INCOMMING_ATTACK:
                a = new ActionIncommingAttack();
                break;

            case E_Type.E_WEAPON_SHOW:
                a = new ActionWeaponShow();
                break;

            case E_Type.E_Rotate:
                a = new ActionRotate();
                break;

            case E_Type.E_USE_LEVER:
                a = new ActionUseLever();
                break;

            case E_Type.E_PLAY_ANIM:
                a = new ActionPlayAnim();
                break;

            case E_Type.E_PLAY_IDLE_ANIM:
                a = new ActionPlayIdleAnim();
                break;

            case E_Type.E_DEATH:
                a = new ActionDeath();
                break;

            case E_Type.E_KNOCKDOWN:
                a = new ActionKnockdown();
                break;

            case E_Type.E_Teleport:
                a = new ActionTeleport();
                break;

            default:
                Debug.LogError("no Action to create");
                return(null);
            }
        }
        a.Reset();
        a.SetActive();

        m_ActionsInAction.Add(a);
        return(a);
    }