protected override void Initialize(AgentAction action) { base.Initialize(action); MoveOk = true; Action = action as AgentActionAttackWhirl; CrossFade(Action.Data.AnimName, 0.2f); UpdateFinalRotation(); Owner.BlackBoard.MotionType = E_MotionType.Walk; RotationProgress = 0; TimeToEndState = AnimEngine[Action.Data.AnimName].length * 0.9f + Time.timeSinceLevelLoad; NoHitTimer = Time.timeSinceLevelLoad + 0.75f; Owner.PlayLoopSound(Owner.BerserkSound, 1, AnimEngine[Action.Data.AnimName].length - 1, 0.5f, 0.9f); TimeToStartEffect = Time.timeSinceLevelLoad + 1; TimeToEndEffect = Time.timeSinceLevelLoad + AnimEngine[Action.Data.AnimName].length - 1; MaxSpeed = 2; }
protected override AgentAction MakeAgentAction() { AgentActionAttackWhirl agentAction = AgentActionFactory.Get(AgentActionType.ATTACK_WHIRL, Owner) as AgentActionAttackWhirl; agentAction.data = Owner.AnimSet.GetWhirlAttackAnim(); return(agentAction); }
void DoAttackAction() { Action = null; Action = AgentActionFactory.Create(AgentActionFactory.E_Type.E_ATTACK_WHIRL) as AgentActionAttackWhirl; Action.Data = Owner.AnimSet.GetWhirlAttackAnim(); Owner.BlackBoard.AddAction(Action); }
override public void OnDeactivate() { if (Action != null) { Action.SetSuccess(); Action = null; } Owner.BlackBoard.Speed = 0; if (Effect != null) { CombatEffectsManager.Instance.ReturnWhirlEffect(Effect); } Effect = null; base.OnDeactivate(); // Time.timeScale = 1; }
protected override void Initialize(AgentAction action) { base.Initialize(action); _agentAction = Owner.BlackBoard.curAction as AgentActionAttackWhirl; _moveOk = true; CrossFade(_agentAction.data.animName, 0.2f); UpdateFinalRotation(); Owner.BlackBoard.motionType = MotionType.WALK; _rotationProgress = 0; _timeToEndState = Owner.AnimEngine[_agentAction.data.animName].length * 0.9f + Time.timeSinceLevelLoad; _hitTimer = Time.timeSinceLevelLoad + 0.75f; // Owner.PlayLoopSound(Owner.BerserkSound, 1, AnimEngine[Action.Data.AnimName].length - 1, 0.5f, 0.9f); TimeToStartEffect = Time.timeSinceLevelLoad + 1; TimeToEndEffect = Time.timeSinceLevelLoad + Owner.AnimEngine[_agentAction.data.animName].length - 1; _maxSpeed = 2; }
static public AgentAction Create(E_Type type) { int index = (int)type; AgentAction a; if (m_UnusedActions[index].Count > 0) { a = m_UnusedActions[index].Dequeue(); } else { switch (type) { case E_Type.E_IDLE: a = new AgentActionIdle(); break; case E_Type.E_MOVE: a = new AgentActionMove(); break; case E_Type.E_GOTO: a = new AgentActionGoTo(); break; case E_Type.E_COMBAT_MOVE: a = new AgentActioCombatMove(); break; case E_Type.E_ATTACK: a = new AgentActionAttack(); break; case E_Type.E_ATTACK_ROLL: a = new AgentActionAttackRoll(); break; case E_Type.E_ATTACK_WHIRL: a = new AgentActionAttackWhirl(); break; case E_Type.E_INJURY: a = new AgentActionInjury(); break; case E_Type.E_DAMAGE_BLOCKED: a = new AgentActionDamageBlocked(); break; case E_Type.E_BLOCK: a = new AgentActionBlock(); break; case E_Type.E_ROLL: a = new AgentActionRoll(); break; case E_Type.E_INCOMMING_ATTACK: a = new AgentActionIncommingAttack(); break; case E_Type.E_WEAPON_SHOW: a = new AgentActionWeaponShow(); break; case E_Type.Rotate: a = new AgentActionRotate(); break; case E_Type.E_USE_LEVER: a = new AgentActionUseLever(); break; case E_Type.E_PLAY_ANIM: a = new AgentActionPlayAnim(); break; case E_Type.E_PLAY_IDLE_ANIM: a = new AgentActionPlayIdleAnim(); break; case E_Type.E_DEATH: a = new AgentActionDeath(); break; case E_Type.E_KNOCKDOWN: a = new AgentActionKnockdown(); break; case E_Type.Teleport: a = new AgentActionTeleport(); break; default: Debug.LogError("no AgentAction to create"); return(null); } } a.Reset(); a.SetActive(); // DEBUG !!!!!! m_ActionsInAction.Add(a); return(a); }