コード例 #1
0
        protected IEnumerator MoveToDoActionRoutine(Vector2Int[] movementCells, Direction actionDirection)
        {
            int movementCellsCount = movementCells.Length;

            if (movementCellsCount != 0)
            {
                CellObject cellObject = m_cellObject;
                IMap       parentMap  = cellObject.parentMap;
                Vector2Int val        = movementCells[0];
                if (cellObject.coords != val)
                {
                    Log.Warning($"Was not on the start cell of a new movement sequence: {cellObject.coords} instead of {val} ({this.get_gameObject().get_name()}).", 341, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Maps\\Objects\\FightCharacterObject.cs");
                    CellObject cellObject2 = parentMap.GetCellObject(val.get_x(), val.get_y());
                    SetCellObject(cellObject2);
                }
                Animator2D animator = m_animator2D;
                foreach (CharacterAnimationInfo item in CharacterFightMovementSequencer.ComputeMovementToAction(movementCells, actionDirection, m_mapRotation))
                {
                    CharacterAnimationInfo sequenceItem = item;
                    SetPosition(parentMap, sequenceItem.position);
                    StartFightAnimation(sequenceItem);
                    while (!CharacterObjectUtility.HasAnimationEnded(animator, sequenceItem))
                    {
                        yield return(null);
                    }
                }
                Vector2Int val2 = movementCells[movementCellsCount - 1];
                SetPosition(parentMap, Vector2Int.op_Implicit(val2));
                if (m_cellObject.TryGetIsoObject(out IObjectWithActivation _))
                {
                    direction = actionDirection;
                    PlayIdleAnimation();
                }
            }
        }
コード例 #2
0
        protected unsafe IEnumerator MoveToRoutine(Vector2Int[] movementCells)
        {
            int movementCellsCount = movementCells.Length;

            if (movementCellsCount == 0)
            {
                yield break;
            }
            CellObject cellObj   = m_cellObject;
            IMap       parentMap = cellObj.parentMap;
            Animator2D animator  = m_animator2D;

            AnimatedFightCharacterData.IdleToRunTransitionMode idleToRunTransitionMode = m_characterData.idleToRunTransitionMode;
            Vector2Int startCell = movementCells[0];
            Vector2Int endCell   = movementCells[movementCellsCount - 1];

            if (cellObj.coords != startCell)
            {
                Log.Warning($"Was not on the start cell of a new movement sequence: {cellObj.coords} instead of {startCell} ({this.get_gameObject().get_name()}).", 232, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Maps\\Objects\\FightCharacterObject.cs");
                CellObject cellObject = parentMap.GetCellObject(startCell.get_x(), startCell.get_y());
                SetCellObject(cellObject);
            }
            if (idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.IdleToRun))
            {
                Direction direction = (movementCellsCount >= 2) ? startCell.GetDirectionTo(movementCells[1]) : this.direction;
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(Vector2Int.op_Implicit(startCell), "idle_run", "idle-to-run", loops: false, direction, m_mapRotation);
                StartFightAnimation(transitionAnimationInfo2);
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
            Vector2Int val = startCell;
            float      cellTraversalDuration = ((movementCellsCount <= 2) ? 5f : 4f) / (float)animator.get_frameRate();

            foreach (CharacterAnimationInfo item in CharacterFightMovementSequencer.ComputeMovement(movementCells, m_mapRotation))
            {
                Vector2Int cellCoords   = item.position.RoundToInt();
                CellObject movementCell = parentMap.GetCellObject(cellCoords.get_x(), cellCoords.get_y());
                bool       goingUp      = ((IntPtr)(void *)movementCell.get_transform().get_position()).y >= ((IntPtr)(void *)cellObj.get_transform().get_position()).y;
                Vector2    innerPositionStart;
                Vector2    innerPositionEnd;
                if (goingUp)
                {
                    SetCellObject(movementCell);
                    innerPositionStart = Vector2Int.op_Implicit(val - cellCoords);
                    innerPositionEnd   = Vector2.get_zero();
                }
                else
                {
                    innerPositionStart = Vector2.get_zero();
                    innerPositionEnd   = Vector2Int.op_Implicit(cellCoords - val);
                }
                StartFightAnimation(item, null, null, restart: false);
                float animationTime = 0f;
                do
                {
                    Vector2 cellObjectInnerPosition = Vector2.Lerp(innerPositionStart, innerPositionEnd, animationTime / cellTraversalDuration);
                    SetCellObjectInnerPosition(cellObjectInnerPosition);
                    yield return(null);

                    animationTime += Time.get_deltaTime();
                }while (animationTime < cellTraversalDuration);
                SetCellObjectInnerPosition(innerPositionEnd);
                if (!goingUp)
                {
                    SetCellObject(movementCell);
                }
                val     = cellCoords;
                cellObj = movementCell;
                if (cellCoords != endCell && movementCell.TryGetIsoObject(out IObjectWithActivation isoObject))
                {
                    isoObject.PlayDetectionAnimation();
                }
                cellCoords = default(Vector2Int);
            }
            if (idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.RunToIdle))
            {
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(Vector2Int.op_Implicit(val), "run_idle", "run-to-idle", loops: false, this.direction, m_mapRotation);
                StartFightAnimation(transitionAnimationInfo2);
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
        }