コード例 #1
0
ファイル: MonsterActor.cs プロジェクト: slb1988/agame
 protected override void OnAbilityStateAdd(AbilityState state, bool muteDisplayEffect)
 {
     base.OnAbilityStateAdd(state, muteDisplayEffect);
     if (state == AbilityState.Stun)
     {
         this.monster.SetLocomotionBool("BuffStun", true, false);
         this.monster.SetCountedMuteControl(true);
     }
     else if (state == AbilityState.Paralyze)
     {
         this.monster.SetLocomotionBool("BuffParalyze", true, false);
         this._paralyzeAnimatorSpeedIx = this.monster.PushProperty("Animator_OverallSpeedRatioMultiplied", 1f);
         this._paralyzeTimer.Reset(true);
         this._paralyzeTimer.timespan = 0.35f;
         this._paralyzeState          = ParalyzeState.ParalyzeHitResuming;
         this.monster.SetCountedMuteControl(true);
     }
     else if (state == AbilityState.Frozen)
     {
         if (this.monster.IsAnimatorInTag(MonsterData.MonsterTagGroup.Throw))
         {
             this._frozenAnmatorSpeedIx = this.monster.PushProperty("Animator_OverallSpeedRatioMultiplied", 1f);
             this._frozenState          = FrozenState.WaitingForGrounded;
         }
         else
         {
             this._frozenAnmatorSpeedIx = this.monster.PushProperty("Animator_OverallSpeedRatioMultiplied", 0f);
             this._frozenState          = FrozenState.FrozenFreezed;
         }
         this.monster.SetCountedMuteControl(true);
     }
     Singleton <EventManager> .Instance.FireEvent(new EvtBuffAdd(base.runtimeID, state), MPEventDispatchMode.Normal);
 }
コード例 #2
0
ファイル: ConductorSM.cs プロジェクト: Xakkar/zerotram
    void Awake()
    {
        Hp = InitialLifes = ConfigReader.GetConfig().GetField("hero").GetField("InitialLifes").n;
        AttackDistance = ConfigReader.GetConfig().GetField("hero").GetField("AttackDistance").n;
        AttackReloadPeriod = ConfigReader.GetConfig().GetField("hero").GetField("AttackReloadPeriod").n;
        Velocity = ConfigReader.GetConfig().GetField("hero").GetField("Velocity").n;
        AttackReactionPeriod = ConfigReader.GetConfig().GetField("hero").GetField("AttackReactionPeriod").n;
        AttackReloadPeriod = ConfigReader.GetConfig().GetField("hero").GetField("AttackReloadPeriod").n;
        MovingToDragTargetVelocity = ConfigReader.GetConfig().GetField("hero").GetField("MovingToDragTargetVelocity").n;
        HpPercent = 100;

        IdleState idleState = new IdleState(this);
        ConductorMoveState moveState = new ConductorMoveState(this);
        ConductorDragState dragState = new ConductorDragState(this);
        AttackState attackState = new AttackState(this);
        AttackedState attackedState = new AttackedState(this);
        FrozenState frozenState = new FrozenState(this);
        Dictionary<int, State> stateMap = new Dictionary<int, State>
        {
            {(int) MovableCharacterStates.Idle, idleState},
            {(int) MovableCharacterStates.Move, moveState},
            {(int) MovableCharacterStates.Drag, dragState},
            {(int) MovableCharacterStates.Attack, attackState},
            {(int) MovableCharacterStates.Attacked, attackedState},
            {(int) MovableCharacterStates.Frozen, frozenState}
        };
        InitWithStates(stateMap, (int)MovableCharacterStates.Idle);
    }
コード例 #3
0
ファイル: ConductorSM.cs プロジェクト: Syjgin/zerotram
    void Awake()
    {
        Hp                         = InitialLifes = ConfigReader.GetConfig().GetField("hero").GetField("InitialLifes").n;
        AttackDistance             = ConfigReader.GetConfig().GetField("hero").GetField("AttackDistance").n;
        AttackReloadPeriod         = ConfigReader.GetConfig().GetField("hero").GetField("AttackReloadPeriod").n;
        Velocity                   = ConfigReader.GetConfig().GetField("hero").GetField("Velocity").n;
        AttackReactionPeriod       = ConfigReader.GetConfig().GetField("hero").GetField("AttackReactionPeriod").n;
        AttackReloadPeriod         = ConfigReader.GetConfig().GetField("hero").GetField("AttackReloadPeriod").n;
        MovingToDragTargetVelocity = ConfigReader.GetConfig().GetField("hero").GetField("MovingToDragTargetVelocity").n;
        HpPercent                  = 100;

        IdleState               idleState     = new IdleState(this);
        ConductorMoveState      moveState     = new ConductorMoveState(this);
        ConductorDragState      dragState     = new ConductorDragState(this);
        AttackState             attackState   = new AttackState(this);
        AttackedState           attackedState = new AttackedState(this);
        FrozenState             frozenState   = new FrozenState(this);
        Dictionary <int, State> stateMap      = new Dictionary <int, State>
        {
            { (int)MovableCharacterStates.Idle, idleState },
            { (int)MovableCharacterStates.Move, moveState },
            { (int)MovableCharacterStates.Drag, dragState },
            { (int)MovableCharacterStates.Attack, attackState },
            { (int)MovableCharacterStates.Attacked, attackedState },
            { (int)MovableCharacterStates.Frozen, frozenState }
        };

        InitWithStates(stateMap, (int)MovableCharacterStates.Idle);
    }
コード例 #4
0
ファイル: PassengerSM.cs プロジェクト: Xakkar/zerotram
 void Awake()
 {
     ActiveBonuses = new List<GameController.BonusTypes>();
     PassengerIdleState idleState = new PassengerIdleState(this);
     PassengerMoveState moveState = new PassengerMoveState(this);
     PassengerAttackState attackState = new PassengerAttackState(this);
     PassengerAttackedState attackedState = new PassengerAttackedState(this);
     PassengerStickState stickState = new PassengerStickState(this);
     PassengerFlyingAwayState flyingAwayState = new PassengerFlyingAwayState(this);
     PassengerDraggedState draggedState = new PassengerDraggedState(this);
     FrozenState frozenState = new FrozenState(this);
     PassengerSitState sitState = new PassengerSitState(this);
     Dictionary<int, State> stateMap = new Dictionary<int, State>
     {
         {(int) MovableCharacterStates.Idle, idleState},
         {(int) MovableCharacterStates.Move, moveState},
         {(int) MovableCharacterStates.Attack, attackState},
         {(int) MovableCharacterStates.Attacked, attackedState},
         {(int) MovableCharacterStates.Stick, stickState},
         {(int) MovableCharacterStates.FlyingAway, flyingAwayState},
         {(int) MovableCharacterStates.Dragged, draggedState},
         {(int) MovableCharacterStates.Frozen, frozenState},
         {(int) MovableCharacterStates.Sit, sitState},
     };
     InitWithStates(stateMap, (int)MovableCharacterStates.Idle);
 }
コード例 #5
0
ファイル: PassengerSM.cs プロジェクト: Syjgin/zerotram
    void Awake()
    {
        ActiveBonuses = new List <GameController.BonusTypes>();
        PassengerIdleState       idleState       = new PassengerIdleState(this);
        PassengerMoveState       moveState       = new PassengerMoveState(this);
        PassengerAttackState     attackState     = new PassengerAttackState(this);
        PassengerAttackedState   attackedState   = new PassengerAttackedState(this);
        PassengerStickState      stickState      = new PassengerStickState(this);
        PassengerFlyingAwayState flyingAwayState = new PassengerFlyingAwayState(this);
        PassengerDraggedState    draggedState    = new PassengerDraggedState(this);
        FrozenState             frozenState      = new FrozenState(this);
        PassengerSitState       sitState         = new PassengerSitState(this);
        PassengerHuntState      huntState        = new PassengerHuntState(this);
        PassengerEscapeState    escapeState      = new PassengerEscapeState(this);
        Dictionary <int, State> stateMap         = new Dictionary <int, State>
        {
            { (int)MovableCharacterStates.Idle, idleState },
            { (int)MovableCharacterStates.Move, moveState },
            { (int)MovableCharacterStates.Attack, attackState },
            { (int)MovableCharacterStates.Attacked, attackedState },
            { (int)MovableCharacterStates.Stick, stickState },
            { (int)MovableCharacterStates.FlyingAway, flyingAwayState },
            { (int)MovableCharacterStates.Dragged, draggedState },
            { (int)MovableCharacterStates.Frozen, frozenState },
            { (int)MovableCharacterStates.Sit, sitState },
            { (int)MovableCharacterStates.Hunt, huntState },
            { (int)MovableCharacterStates.Escape, escapeState },
        };

        InitWithStates(stateMap, (int)MovableCharacterStates.Idle);
    }
コード例 #6
0
ファイル: FreezeBehaviour.cs プロジェクト: OSW-team/Project-4
 // Update is called once per frame
 private void Update()
 {
     if (isFrozen) frozenState = FrozenState.LoadMaterial;
     else if(frozenState!=FrozenState.Default) frozenState = FrozenState.UpdateMaterialUnFreeze;
     if (frozenState==FrozenState.LoadMaterial) LoadMaterial();
     if (frozenState==FrozenState.UpdateMaterialFreeze) UpdateMaterialFreeze();
     if (frozenState == FrozenState.UpdateMaterialUnFreeze) UpdateMaterialUnFreeze();
 }
コード例 #7
0
ファイル: FreezeBehaviour.cs プロジェクト: OSW-team/Project-4
 private void UpdateMaterialFreeze()
 {
     var time = Time.deltaTime / FreezeTime;
     if (cutoff + time <= 1) {
       cutoff += time;
       iceMaterial.SetFloat("_Cutoff", cutoff);
     }
     else frozenState = FrozenState.Frozen;
 }
コード例 #8
0
ファイル: FreezeBehaviour.cs プロジェクト: OSW-team/Project-4
 private void UpdateMaterialUnFreeze()
 {
     var time = Time.deltaTime / FreezeTime;
     if (cutoff-time > 0) {
       cutoff -= time;
       iceMaterial.SetFloat("_Cutoff", cutoff);
     }
     else frozenState = FrozenState.Default;
 }
コード例 #9
0
ファイル: FreezeBehaviour.cs プロジェクト: OSW-team/Project-4
 private void LoadMaterial()
 {
     isCanSetMaterial = false;
     var materials = new Material[2];
     materials[0] = oldMaterial;
     materials[1] = iceMaterial;
     renderer.materials = materials;
     frozenState = FrozenState.UpdateMaterialFreeze;
 }
コード例 #10
0
    private void LoadMaterial()
    {
        isCanSetMaterial = false;
        var materials = new Material[2];

        materials[0]       = oldMaterial;
        materials[1]       = iceMaterial;
        renderer.materials = materials;
        frozenState        = FrozenState.UpdateMaterialFreeze;
    }
コード例 #11
0
    private void LoadMaterial()
    {
        isCanSetMaterial = false;
        var materials = new Material[2];

        materials[0] = oldMaterial;
        materials[1] = iceMaterial;
        NewMethod(materials);
        frozenState = FrozenState.UpdateMaterialFreeze;
    }
コード例 #12
0
ファイル: StateBankAccount.cs プロジェクト: BenSeawalker/Labs
        public StateBankAccount()
        {
            confirmingIdentityState = new ConfirmingIdentityState(this);
            activeState             = new ActiveState(this);
            frozenState             = new FrozenState(this);
            closingState            = new ClosingState(this);
            closedState             = new ClosedState(this);

            state   = confirmingIdentityState;
            balance = 0.0;
        }
コード例 #13
0
 private void Awake()
 {
     stats.Init(this);
     jumpState               = new JumpState(this);
     wallJumpState           = new WalljumpState(this);
     dashState               = new DashState(this);
     freeState               = new FreeState(this);
     expulsedState           = new ExpulsedState(this);
     downDashState           = new DashDownState(this);
     platformistChargedState = new PlatformistChargedState(this);
     restrainedByGhostState  = new RestrainedByGhostState(this);
     frozenState             = new FrozenState(this);
 }
コード例 #14
0
    private void UpdateMaterialUnFreeze()
    {
        var time = Time.deltaTime / FreezeTime;

        if (cutoff - time * 0.4f > 0)
        {
            cutoff -= time;
            iceMaterial.SetFloat("_Cutoff", cutoff);
        }
        else
        {
            frozenState = FrozenState.Default;
        }
    }
コード例 #15
0
    private void UpdateMaterialFreeze()
    {
        var time = Time.deltaTime * 0.4f / FreezeTime;

        if (cutoff + time <= 1)
        {
            cutoff += time;
            iceMaterial.SetFloat("_Cutoff", cutoff);
        }
        else
        {
            frozenState = FrozenState.Frozen;
        }
    }
コード例 #16
0
 // Token: 0x060012F7 RID: 4855 RVA: 0x00051530 File Offset: 0x0004F730
 private void SetFrozenInternal(float duration)
 {
     if (this.targetStateMachine)
     {
         FrozenState frozenState = new FrozenState();
         frozenState.freezeDuration = duration;
         this.targetStateMachine.SetInterruptState(frozenState, InterruptPriority.Frozen);
     }
     EntityStateMachine[] array = this.idleStateMachine;
     for (int i = 0; i < array.Length; i++)
     {
         array[i].SetNextState(new Idle());
     }
 }
コード例 #17
0
ファイル: MonsterActor.cs プロジェクト: slb1988/agame
 protected override void OnAbilityStateRemove(AbilityState state)
 {
     base.OnAbilityStateRemove(state);
     if (state == AbilityState.Stun)
     {
         this.monster.SetLocomotionBool("BuffStun", false, false);
         this.monster.SetCountedMuteControl(false);
     }
     else if (state == AbilityState.Paralyze)
     {
         this.monster.SetLocomotionBool("BuffParalyze", false, false);
         this.monster.PopProperty("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx);
         this.monster.SetCountedMuteControl(false);
         this._paralyzeState = ParalyzeState.Idle;
     }
     else if (state == AbilityState.Frozen)
     {
         this.monster.PopProperty("Animator_OverallSpeedRatioMultiplied", this._frozenAnmatorSpeedIx);
         this._frozenState = FrozenState.Idle;
         this.monster.SetCountedMuteControl(false);
     }
     Singleton <EventManager> .Instance.FireEvent(new EvtBuffRemove(base.runtimeID, state), MPEventDispatchMode.Normal);
 }
コード例 #18
0
 // Update is called once per frame
 private void Update()
 {
     if (isFrozen)
     {
         frozenState = FrozenState.LoadMaterial;
     }
     else if (frozenState != FrozenState.Default)
     {
         frozenState = FrozenState.UpdateMaterialUnFreeze;
     }
     if (frozenState == FrozenState.LoadMaterial)
     {
         LoadMaterial();
     }
     if (frozenState == FrozenState.UpdateMaterialFreeze)
     {
         UpdateMaterialFreeze();
     }
     if (frozenState == FrozenState.UpdateMaterialUnFreeze)
     {
         UpdateMaterialUnFreeze();
     }
 }
コード例 #19
0
ファイル: MonsterActor.cs プロジェクト: slb1988/agame
 private void UpdateAbilityState()
 {
     if (this._paralyzeState == ParalyzeState.WaitingForGrounded)
     {
         if (this.monster.IsAnimatorInTag(MonsterData.MonsterTagGroup.Grounded))
         {
             if (base.abilityState.ContainsState(AbilityState.SlowWhenFrozenOrParalyze))
             {
                 this.monster.PopProperty("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx);
                 this._paralyzeAnimatorSpeedIx = this.monster.PushProperty("Animator_OverallSpeedRatioMultiplied", 1f);
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx, 0.1f);
             }
             else
             {
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx, 0f);
             }
             this._paralyzeState = ParalyzeState.ParalyzeFreezed;
         }
     }
     else if ((this._paralyzeState != ParalyzeState.ParalyzeFreezed) && (this._paralyzeState == ParalyzeState.ParalyzeHitResuming))
     {
         this._paralyzeTimer.Core(1f);
         if (!this.monster.IsAnimatorInTag(MonsterData.MonsterTagGroup.Grounded))
         {
             this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx, 1f);
             this._paralyzeTimer.Reset(false);
             this._paralyzeState = ParalyzeState.WaitingForGrounded;
         }
         else if (this._paralyzeTimer.isTimeUp)
         {
             if (base.abilityState.ContainsState(AbilityState.SlowWhenFrozenOrParalyze))
             {
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx, 0.1f);
             }
             else
             {
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._paralyzeAnimatorSpeedIx, 0f);
             }
             this._paralyzeTimer.Reset(false);
             this._paralyzeState = ParalyzeState.ParalyzeFreezed;
         }
     }
     if (this._frozenState == FrozenState.WaitingForGrounded)
     {
         if (this.monster.IsAnimatorInTag(MonsterData.MonsterTagGroup.Grounded))
         {
             if (base.abilityState.ContainsState(AbilityState.SlowWhenFrozenOrParalyze))
             {
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._frozenAnmatorSpeedIx, 0.1f);
             }
             else
             {
                 this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._frozenAnmatorSpeedIx, 0f);
             }
             this._frozenState = FrozenState.FrozenFreezed;
         }
     }
     else if (this._frozenState == FrozenState.FrozenFreezed)
     {
         if (base.abilityState.ContainsState(AbilityState.SlowWhenFrozenOrParalyze))
         {
             this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._frozenAnmatorSpeedIx, 0.1f);
         }
         else
         {
             this.monster.SetPropertyByStackIndex("Animator_OverallSpeedRatioMultiplied", this._frozenAnmatorSpeedIx, 0f);
         }
     }
 }
コード例 #20
0
 public IServiceCallResult SetFrozenState(FrozenState frozenState)
 {
     Logger.Trace("SetFrozenState");
     return(HandleAPICall(e => e.SetFrozenState(frozenState)));
 }
コード例 #21
0
        public void SetFrozenState_ClientExceptionNull(FrozenState frozenState)
        {
            var result = FleetManagerClient.SetFrozenState(frozenState);

            Assert.IsNotNull(result.ExceptionMessage);
        }