コード例 #1
0
    protected override BNode InnerClone(Dictionary <Value, Value> originalValueForClonedValue)
    {
        EquipTool equipTool = CreateInstance <EquipTool>();

        equipTool.toolTypeValue = CloneValue(originalValueForClonedValue, toolTypeValue);
        return(equipTool);
    }
コード例 #2
0
    public static EquipTool CreateFromToolType(ToolType toolType)
    {
        ToolTypeValue typeValue = ToolTypeValue.Create(toolType);
        EquipTool     equipTool = CreateInstance <EquipTool>();

        equipTool.toolTypeValue = typeValue;
        return(equipTool);
    }
コード例 #3
0
ファイル: TempToolUnequipNode.cs プロジェクト: RhythNS/Toybox
    public override void Update()
    {
        switch (state)
        {
        // Check if there are no obvious errors
        case InnerState.Setup:
            // Let the innernode check if there is something wrong. If so return failure.
            if (PreCheck() == false)
            {
                CurrentStatus = Status.Failure;
                return;
            }

            // Save the tooltype
            previousEquippedTool = toy.ActiveToolType;

            // if the toy had an item equip, first unequip it. If it did not have an item then skip into the PickupItem case
            if (previousEquippedTool == ToolType.None)
            {
                state = InnerState.SubUpdate;
            }
            else
            {
                equip = EquipTool.CreateFromToolType(ToolType.None);
                equip.Restart();
                equip.Beginn(tree);

                state++;
            }
            break;

        // Play the animation for putting a tool into the inventory
        case InnerState.ToolToInventory:
            UpdateEquipNode();
            break;

        // Update the InnerNode
        case InnerState.SubUpdate:
            switch (SubUpdate())
            {
            case Status.Success:
                state++;
                succeeded = true;
                break;

            case Status.Failure:
                state++;
                succeeded = false;
                break;
            }
            break;

        // Check to see if we need to reequip the node
        case InnerState.ToolToEquipSetup:
            if (previousEquippedTool == ToolType.None)
            {
                state = InnerState.Finish;
            }
            else
            {
                equip = EquipTool.CreateFromToolType(previousEquippedTool);
                equip.Restart();
                equip.Beginn(tree);

                state++;
            }
            break;

        // Reequip the tool
        case InnerState.ToolToEquip:
            UpdateEquipNode();
            break;

        // Set status to success or failure wheter the innernode failed or not
        case InnerState.Finish:
            CurrentStatus = succeeded == true ? Status.Success : Status.Failure;
            break;
        }
    }