public override void AICalculate() { if (--this.m_CurrentTriggerCount == 0) { this.m_LastingEffectBehavior.Effect(); if (this.m_LastingEffectBehavior.CurrentTimes != this.m_LastingEffectBehavior.TotalTimes) { DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, this.m_LastingEffectBehavior); this.m_AIBehavior.ChangeState(lastingState); } } }
public override void AICalculate() { if (--this.m_CurrentTriggerCount == 0) { this.m_DefenseObjectBattleBehavior.Effect(); LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior; if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes) { DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect); this.m_AIBehavior.ChangeState(lastingState); } } }
public override void AICalculate() { if (this.m_AIBehavior.CanTakeResponse) { List <GameObject> targets = BattleSceneHelper.Instance.GetActors(this.m_DefenseObjectBattleBehavior.TriggerList, this.m_DefenseObjectBattleBehavior.TargetType); foreach (GameObject target in targets) { CharacterPropertyBehavior characterProperty = target.GetComponent <CharacterPropertyBehavior>(); if (characterProperty.CharacterType == CharacterType.Invader) { float distanceSqrt = Vector2.SqrMagnitude((Vector2)this.m_DefenseObjectBattleBehavior.Property.AnchorTransform.position - (Vector2)target.transform.position); if (distanceSqrt <= this.m_DefenseObjectBattleBehavior.TriggerScopeSqrt) { this.m_DefenseObjectBattleBehavior.DisplayTriggerAnimation(); if (Application.loadedLevelName.Equals(ClientStringConstants.BATTLE_SCENE_LEVEL_NAME)) { DefenseObjectPropertyBehavior property = this.m_AIBehavior.GetComponent <DefenseObjectPropertyBehavior>(); CommunicationUtility.Instance.TriggerDefenseObject(new TriggerDefenseObjectRequestParameter() { DefenseObjectID = property.DefenseObjectID, OperateTime = TimeTickRecorder.Instance.CurrentTimeTick - BattleDirector.Instance.MatchStartTick }); } if (this.m_DefenseObjectBattleBehavior.TriggerTick == 0) { this.m_DefenseObjectBattleBehavior.Effect(); LastingEffectBehavior lastingEffect = this.m_DefenseObjectBattleBehavior as LastingEffectBehavior; if (lastingEffect != null && lastingEffect.CurrentTimes != lastingEffect.TotalTimes) { DefenseObjectLastingState lastingState = new DefenseObjectLastingState(this.m_AIBehavior, lastingEffect); this.m_AIBehavior.ChangeState(lastingState); } AudioController.Play(this.m_DefenseObjectBattleBehavior.EffectSound); } else { DefenseObjectTriggerState triggerState = new DefenseObjectTriggerState(this.m_AIBehavior); this.m_AIBehavior.ChangeState(triggerState); } break; } } } } }