コード例 #1
0
    public void HandleAction(AgentAction action)
    {
        //if(Owner.debugAnims) Debug.Log(Time.timeSinceLevelLoad + " " +  gameObject.name  + " handle action " + action.ToString());

        if (enabled == false || action.IsFailed())
        {
            return;
        }

        if (action is AgentActionWeaponChange)
        {
            if (Owner.IsAlive)
            {
                StartCoroutine(SwitchWeapon(action as AgentActionWeaponChange));
            }
            return;
        }

/*		//THROW_RUN_2
 *              if (action is AgentActionUseItem)
 *              {
 *                      StartCoroutine( ThrowItem(action as AgentActionUseItem) );
 *                      return;
 *              }
 */
        if (FSM.DoAction(action) == false)
        {
            action.SetFailed();
        }
    }
コード例 #2
0
ファイル: AnimStateBlocking.cs プロジェクト: cuongdv/wushi2
    override public bool HandleNewAction(AgentAction action)
    {
        if (action as AgentActionBlock != null)
        {
            Debug.LogError("obsolete AgentActionBlock arrived");
            action.SetFailed();
            return(true);
        }
        if (action as AgentActionDamageBlocked != null)
        {
            ActionDamageBlocked = action as AgentActionDamageBlocked;
            //if (Owner.debugAnims == true) Debug.Log(Time.timeSinceLevelLoad + " Handle new action " + action.ToString());

            if (ActionDamageBlocked.BreakBlock == true)
            {
                InitializeBlockFailed();
            }
            else
            {
                InitializeBlockSuccess();
            }

            return(true);
        }

        return(false);
    }
コード例 #3
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    void InitializeNext(AgentAction action)
    {
        if (CurrentPhase + 1 == MaxPhases)
        {/// no more phases
            action.SetFailed();
            return;
        }

        if (Action != null)
        {
            Action.SetSuccess();
        }

        SetFinished(false); // just for sure

        CurrentPhase++;

        Action = action as AgentActionInjury;

        // play owner anims
        string animName = Owner.AnimSet.GetInjuryPhaseAnim(CurrentPhase);

        CrossFade(animName, 0.1f);
        //end of state
        EndOfStateTime = AnimEngine[animName].length + Time.timeSinceLevelLoad;

        Owner.BlackBoard.MotionType = E_MotionType.None;
    }
コード例 #4
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    public override bool HandleNewAction(AgentAction action)
    {
        if (action as AgentActionKnockdown != null)
        {
            Debug.LogError("obsolete AgentActionKnockdown arrived");
            action.SetFailed();
            return(true);
        }
        else if (action as AgentActionInjury != null)
        {
            action.SetSuccess();
            return(true);
        }

        /*else if (action as AgentActionDeath != null)
         * {
         * ActionDeath = action as AgentActionDeath;
         * //if (Owner.debugAnims == true) Debug.Log(Time.timeSinceLevelLoad + " " + this.ToString() + " Handle new action " + action.ToString());
         *
         *
         * InitializeDeath();
         *
         * return true;
         * }*/

        return(false);
    }
コード例 #5
0
 override public bool HandleNewAction(AgentAction action)
 {
     if (action as AgentActionAttackRoll != null)
     {
         action.SetFailed();
         return(true);
     }
     return(false);
 }
コード例 #6
0
ファイル: AnimStateDeath.cs プロジェクト: cuongdv/wushi2
 override public bool HandleNewAction(AgentAction action)
 {
     if (action is AgentActionDeath)
     {
         action.SetFailed();
         return(true);
     }
     return(false);
 }
コード例 #7
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 public override bool HandleNewAction(AgentAction action)
 {
     if (action is AgentActionPlayAnim)
     {
         if (Action != null)
         {
             action.SetFailed();
         }
     }
     return(false);
 }
コード例 #8
0
ファイル: AnimStateUseLever.cs プロジェクト: cuongdv/wushi2
 override public bool HandleNewAction(AgentAction action)
 {
     if (action is AgentActionUseLever)
     {
         if (Action != null)
         {
             action.SetFailed();
         }
     }
     return(false);
 }
コード例 #9
0
    public override bool HandleNewAction(AgentAction action)
    {
        if (action is AgentActionCoverLeave)
        {
            if (Action != null)
            {
                Debug.LogError(ToString() + ": Second action is not allowed");
                action.SetFailed();
                return(true);
            }

            Initialize(action);

            return(true);
        }

        return(false);
    }
コード例 #10
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    public override bool HandleNewAction(AgentAction action)
    {
        if (action is AgentActionCoverFire)
        {
            Debug.LogError(ToString() + ": Second action is not allowed");
            action.SetFailed();
            return(true);
        }

        if (action is AgentActionCoverFireCancel)
        {
            ActionCancel = action as AgentActionCoverFireCancel;
            StartEnd();
            return(true);
        }

        if (action is AgentActionInjury)
        {
            PlayInjuryAnimation(action as AgentActionInjury);
            return(true);
        }

        if (action is AgentActionAttack)
        {
            string s = Owner.AnimSet.GetWeaponAnim(E_WeaponAction.Fire);

            Animation[s].blendMode = AnimationBlendMode.Additive;
            Animation[s].layer     = 2;

            if (Animation.IsPlaying(s))
            {
                Animation[s].time = 0;
            }
            else
            {
                Blend(s, 0.05f);
            }

            action.SetSuccess();
            return(true);
        }

        return(false);
    }
コード例 #11
0
ファイル: AnimStateDeath.cs プロジェクト: huokele/shadow-gun
    public override bool HandleNewAction(AgentAction action)
    {
//		Debug.Log ("DIE: AnimStateDeath.HandleNewAction(), agent=" + Owner.name + ", action.Type=" + action.Type + ", time=" + Time.timeSinceLevelLoad);

        //FAIL any action which comes during death.
        //This is to fix the ocassional 'stand up' after death.
        action.SetFailed();
        return(true);

/*		//
 *              if (action is AgentActionDeath)
 *              {
 *                      action.SetFailed();
 *                      return true;
 *              }
 *
 *              return false;
 */
    }
コード例 #12
0
    override public bool HandleNewAction(AgentAction action)
    {
        if (action as AgentActionKnockdown != null)
        {
            Debug.LogError("obsolete AgentActionBlock arrived");
            action.SetFailed();
            return(true);
        }
        if (action as AgentActionDeath != null)
        {
            ActionDeath = action as AgentActionDeath;
            //if (Owner.debugAnims == true) Debug.Log(Time.timeSinceLevelLoad + " " + this.ToString() + " Handle new action " + action.ToString());


            InitializeDeath();

            return(true);
        }

        return(false);
    }
コード例 #13
0
    protected override void Initialize(AgentAction action)
    {
        base.Initialize(action);

        Action = action;

        if (Action is AgentActionPlayAnim)
        {
            AnimName = (Action as AgentActionPlayAnim).AnimName;
            Animation[AnimName].layer = 5;
        }
        else if (Action is AgentActionPlayIdleAnim)
        {
            AnimName = Owner.AnimSet.GetIdleActionAnim();
        }

        if (AnimName == null)
        {
            Action.SetFailed();
            Action = null;
            Release();
            return;
        }

        // play owner anims
        CrossFade(AnimName, 0.1f, PlayMode.StopAll);
        //Animation.Play(animName, AnimationPlayMode.Stop);

        //end of state
        if (Animation[AnimName].wrapMode == WrapMode.Loop)
        {
            EndOfStateTime = 100000 + Time.timeSinceLevelLoad;
        }
        else
        {
            EndOfStateTime = Animation[AnimName].length + Time.timeSinceLevelLoad - 0.3f;
        }

        // Debug.Log(Action.AnimName + " " + EndOfStateTime );
    }
コード例 #14
0
    protected override void Initialize(AgentAction action)
    {
        base.Initialize(action);

        Action = action;

        string animName = null;

        if (Action is AgentActionPlayAnim)
        {
            animName     = (Action as AgentActionPlayAnim).AnimName;
            LookAtTarget = false;
        }
        else if (Action is AgentActionPlayIdleAnim)
        {
            animName     = Owner.AnimSet.GetIdleActionAnim(Owner.BlackBoard.WeaponSelected, Owner.BlackBoard.WeaponState);
            LookAtTarget = true;
        }

        if (animName == null)
        {
            Action.SetFailed();
            Action = null;
            Release();
            return;
        }

        RotationOk = true;
        // play owner anims
        AnimEngine.Play(animName, AnimationPlayMode.Stop);

        //end of state
        EndOfStateTime = (AnimEngine[animName].length * 0.9f) + Time.timeSinceLevelLoad;

        // Debug.Log(Action.AnimName + " " + EndOfStateTime );
    }
コード例 #15
0
ファイル: AnimStateMove.cs プロジェクト: huokele/shadow-gun
    public override bool HandleNewAction(AgentAction action)
    {
        if (action is AgentActionMove)
        {
            if (Action != null)
            {
                Action.SetSuccess();
            }

            SetFinished(false);             // just for sure, if we already finish in same tick

            Initialize(action);

            return(true);
        }

        if (action is AgentActionIdle)
        {
            action.SetSuccess();

            SetFinished(true);

            return(true);
        }
        else if (action is AgentActionAttack)
        {
            string s = Owner.AnimSet.GetWeaponAnim(E_WeaponAction.Fire);
            Animation[s].blendMode = AnimationBlendMode.Additive;

            if (Animation.IsPlaying(s))
            {
                Animation[s].time = 0;
            }
            else
            {
                Animation.Blend(s, 1, 0.1f);
            }

            action.SetSuccess();

            return(true);
        }
        else if (action is AgentActionInjury)
        {
            PlayInjuryAnimation(action as AgentActionInjury);
            return(true);
        }
        else if (action is AgentActionReload)
        {
            string s = Owner.AnimSet.GetWeaponAnim(E_WeaponAction.Reload);

            AnimationState State = Animation[s];
            if (null != State)
            {
                State.layer     = 2;
                State.blendMode = AnimationBlendMode.Blend;

                // What the magic constant 0.3f is good for? Is it here to cause the weapon to be ready little bit sooner
                // before the animation ends? Why?
                TimeToFinishWeaponAction = Time.timeSinceLevelLoad + State.length - 0.3f;
                Blend(s, 0.25f);
            }
            else
            {
                // TODO: It use to happen (not very often) that the state is NULL. This for example happens when s
                // is set to "ReloadPlasma". The plasma weapon does not have any reload. The question is what causes the bug?
                // A cheated client? Or a latency on the network? Another question is what to do in such case?
                // To fail an action sounds like a correct solution.


                action.SetFailed();
                return(true);
            }

            action.SetSuccess();
            return(true);
        }

        return(false);
    }
コード例 #16
0
ファイル: AnimStateIdle.cs プロジェクト: huokele/shadow-gun
    public override bool HandleNewAction(AgentAction action)
    {
        //if (m_Human.PlayerProperty != null)
        //if(Owner.debugAnims) Debug.Log(Time.timeSinceLevelLoad + " " + this.ToString() + " - action " + action.ToString());
        if (action is AgentActionIdle)
        {
            action.SetFailed();
            return(true);
        }
        else if (action is AgentActionAttack)
        {
            if (null != Owner.AnimSet)
            {
                string s = Owner.AnimSet.GetWeaponAnim(E_WeaponAction.Fire);

                if (null != s)
                {
                    AnimationState state = Animation[s];

                    if (null != state)
                    {
                        TimeToFinishWeaponAction = Time.timeSinceLevelLoad + state.length * 0.5f;

                        state.layer     = 2;
                        state.blendMode = AnimationBlendMode.Additive;

                        if (Animation.IsPlaying(s))
                        {
                            //Debug.Log(Time.timeSinceLevelLoad + " " + s + " rewind " + Animation[s].length + " " + Animation[s].time);
                            state.time = 0;
                        }
                        else
                        {
                            //Debug.Log(Time.timeSinceLevelLoad + " " + s + " fade " + Animation[s].length + " " + Animation[s].time);
                            Blend(s, 0.05f);
                        }
                    }
                }
            }

            if (WeaponAction != null)
            {
                WeaponAction.SetSuccess();
            }

            WeaponAction = action;

            return(true);
        }
        else if (action is AgentActionInjury)
        {
            PlayInjuryAnimation(action as AgentActionInjury);
            return(true);
        }
        else if (action is AgentActionReload)
        {
            if (null != Owner.AnimSet)
            {
                string s = Owner.AnimSet.GetWeaponAnim(E_WeaponAction.Reload);

                if (null != s)
                {
                    AnimationState state = Animation[s];

                    if (null != state)
                    {
                        state.layer     = 2;
                        state.blendMode = AnimationBlendMode.Blend;

                        Blend(s, 0.2f);

                        TimeToFinishWeaponAction = Time.timeSinceLevelLoad + state.length - 0.3f;
                    }
                }

                action.SetSuccess();

                WeaponAction = action;

                //			PrevBlendUp *= 0.25f;		//this is to minimize the quick blend to aim after reload
                //			PrevBlendDown *= 0.25f;
            }

            return(true);
        }
        else if (action is AgentActionRotate)
        {
            RotateAction = action as AgentActionRotate;

            if (null != Owner.AnimSet)
            {
                string s = Owner.AnimSet.GetRotateAnim(RotateAction.Rotation);

                if (s != null && Animation.IsPlaying(s) == false)
                {
                    /*				if ( Animation[s] == null )
                     * {
                     *      Debug.Log ("Animation.Length=" + Animation.GetClipCount() + ", agent=" + Owner.name);
                     *
                     *      foreach ( AnimationClip clip in Animation )
                     *              Debug.Log ("clip=" + clip.name );
                     * }
                     */
                    AnimationState state = Animation[s];

                    if (null != state)
                    {
                        state.blendMode = AnimationBlendMode.Additive;

                        state.layer = 1;

                        TimeToFinishRotateAction = Time.timeSinceLevelLoad + state.length + 0.3f;

                        Blend(s, 0.1f);
                    }
                }
            }
        }
        return(false);
    }