public void UpdateState() { this.CalcAnimSpeed(); MerchantActor actor = this._actor as MerchantActor; NavMeshAgent navMeshAgent = actor.NavMeshAgent; LocomotionProfile locomotionProfile = Singleton <Resources> .Instance.LocomotionProfile; AgentProfile agentProfile = Singleton <Resources> .Instance.AgentProfile; if (actor.CurrentMode == Merchant.ActionType.GotoLesbianSpotFollow) { if (((Behaviour)navMeshAgent).get_isActiveAndEnabled() && !navMeshAgent.get_pathPending()) { if (!actor.IsRunning && (double)agentProfile.RunDistance < (double)navMeshAgent.get_remainingDistance()) { actor.IsRunning = true; } float num; if (actor.IsRunning) { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.MerchantSpeed.runSpeed); num = locomotionProfile.MerchantSpeed.runSpeed; } else { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.MerchantSpeed.walkSpeed); num = locomotionProfile.MerchantSpeed.walkSpeed; } navMeshAgent.set_speed(Mathf.Lerp(navMeshAgent.get_speed(), num, locomotionProfile.LerpSpeed)); } else { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.MerchantSpeed.walkSpeed); } } else if (this.MovePoseID == 0) { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.MerchantSpeed.walkSpeed); this.AnimState.setMediumOnWalk = true; this.AnimState.medVelocity = locomotionProfile.MerchantSpeed.walkSpeed; this.AnimState.maxVelocity = locomotionProfile.MerchantSpeed.runSpeed; } else { this.AnimState.moveDirection = Vector3.get_zero(); this.AnimState.setMediumOnWalk = false; this.AnimState.maxVelocity = locomotionProfile.MerchantSpeed.walkSpeed; } this.CharacterAnimation.UpdateState(this.AnimState); }
public void UpdateState(Actor.InputInfo state, ActorLocomotion.UpdateType updateType) { this._actor.StateInfo = state; this.Look(updateType); this.GroundCheck(); AgentProfile agentProfile = Singleton <Resources> .Instance.AgentProfile; LocomotionProfile locomotionProfile = Singleton <Resources> .Instance.LocomotionProfile; PlayerActor actor = this._actor as PlayerActor; NavMeshAgent navMeshAgent = this._actor.NavMeshAgent; if (actor.PlayerController.State is Follow) { Actor.InputInfo stateInfo = this._actor.StateInfo; ref Actor.InputInfo local = ref stateInfo; Vector3 vector3 = Vector3.Scale(this._actor.NavMeshAgent.get_velocity(), new Vector3(1f, 0.0f, 1f)); Vector3 normalized = ((Vector3) ref vector3).get_normalized(); local.move = normalized; this._actor.StateInfo = stateInfo; if ((double)navMeshAgent.get_remainingDistance() > (double)agentProfile.RunDistance && !actor.IsRunning) { actor.IsRunning = true; } this.AnimState.setMediumOnWalk = true; this.AnimState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; this.AnimState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; float num; if (actor.IsRunning) { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed); num = locomotionProfile.AgentSpeed.followRunSpeed; } else { this.AnimState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); num = locomotionProfile.AgentSpeed.walkSpeed; } navMeshAgent.set_speed(Mathf.Lerp(navMeshAgent.get_speed(), num, locomotionProfile.LerpSpeed)); }
public void UpdateState() { this.CalcAnimSpeed(); this.Look(); this.GroundCheck(); AgentProfile agentProfile = Singleton <Resources> .Instance.AgentProfile; LocomotionProfile locomotionProfile = Singleton <Resources> .Instance.LocomotionProfile; AgentActor actor = this._actor as AgentActor; StuffItem carryingItem = actor.AgentData.CarryingItem; int caseID; if (carryingItem != null && !agentProfile.CanStandEatItems.Exists <ItemIDKeyPair>((Predicate <ItemIDKeyPair>)(pair => pair.categoryID == carryingItem.CategoryID && pair.itemID == carryingItem.ID))) { caseID = 0; } else { int id = actor.AgentData.SickState.ID; Weather weather = Singleton <Manager.Map> .Instance.Simulator.Weather; switch (id) { case 3: caseID = 1; break; case 4: caseID = 0; break; default: StuffItem equipedUmbrellaItem = actor.AgentData.EquipedUmbrellaItem; CommonDefine.ItemIDDefines itemIdDefine = Singleton <Resources> .Instance.CommonDefine.ItemIDDefine; if (equipedUmbrellaItem != null && equipedUmbrellaItem.CategoryID == itemIdDefine.UmbrellaID.categoryID && equipedUmbrellaItem.ID == itemIdDefine.UmbrellaID.itemID) { if (weather == Weather.Rain || weather == Weather.Storm) { caseID = 0; break; } this.SetLocomotionInfo(actor, weather, out caseID); break; } this.SetLocomotionInfo(actor, weather, out caseID); break; } } ActorLocomotion.AnimationState animState = this.AnimState; NavMeshAgent navMeshAgent = this._actor.NavMeshAgent; if (actor.Mode == Desire.ActionType.Date) { if (((Behaviour)navMeshAgent).get_enabled() && !navMeshAgent.get_pathPending()) { if ((double)navMeshAgent.get_remainingDistance() > (double)agentProfile.RunDistance && !actor.IsRunning) { actor.IsRunning = true; } float num; if (actor.IsRunning) { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.followRunSpeed); num = locomotionProfile.AgentSpeed.followRunSpeed; } else { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); num = locomotionProfile.AgentSpeed.walkSpeed; } animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; navMeshAgent.set_speed(Mathf.Lerp(navMeshAgent.get_speed(), num, locomotionProfile.LerpSpeed)); } else { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); } } else if (actor.Mode == Desire.ActionType.TakeHPoint || actor.Mode == Desire.ActionType.ChaseYobai || actor.Mode == Desire.ActionType.ComeSleepTogether) { if (((Behaviour)navMeshAgent).get_enabled() && !navMeshAgent.get_pathPending()) { navMeshAgent.set_speed(locomotionProfile.AgentSpeed.runSpeed); } animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed); animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; } else if (actor.Mode == Desire.ActionType.WalkWithAgentFollow || actor.BehaviorResources.Mode == Desire.ActionType.WalkWithAgentFollow) { if (((Behaviour)navMeshAgent).get_enabled() && !navMeshAgent.get_pathPending()) { float num; if ((double)navMeshAgent.get_remainingDistance() > (double)agentProfile.RunDistance) { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed); num = locomotionProfile.AgentSpeed.runSpeed; } else { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); num = locomotionProfile.AgentSpeed.walkSpeed; } animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; navMeshAgent.set_speed(Mathf.Lerp(navMeshAgent.get_speed(), num, locomotionProfile.LerpSpeed)); } else { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.followRunSpeed); } } else if (this._actor.Mode == Desire.ActionType.Escape) { if (((Behaviour)navMeshAgent).get_enabled() && !navMeshAgent.get_pathPending()) { float escapeSpeed = locomotionProfile.AgentSpeed.escapeSpeed; animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, escapeSpeed); navMeshAgent.set_speed(Mathf.Lerp(navMeshAgent.get_speed(), escapeSpeed, locomotionProfile.LerpSpeed)); } } else { if (actor.TutorialMode) { switch (Manager.Map.GetTutorialProgress()) { case 14: case 15: caseID = actor.TutorialLocomoCaseID; break; } } switch (caseID) { case 0: animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); animState.setMediumOnWalk = false; animState.maxVelocity = locomotionProfile.AgentSpeed.walkSpeed; break; case 1: animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; break; case 2: animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed); animState.setMediumOnWalk = false; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; break; case 100: animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.tutorialWalkSpeed); animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.tutorialWalkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.tutorialRunSpeed; break; case 101: animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.tutorialRunSpeed); animState.setMediumOnWalk = false; animState.maxVelocity = locomotionProfile.AgentSpeed.tutorialRunSpeed; break; default: float num = actor.AgentData.StatsTable[5] * agentProfile.MustRunMotivationPercent; int desireKey = Desire.GetDesireKey(actor.RequestedDesire); float?motivation = actor.GetMotivation(desireKey); if (motivation.HasValue && (double)motivation.Value < (double)num) { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed); } else if (Object.op_Inequality((Object)actor.MapArea, (Object)null)) { int areaId = actor.MapArea.AreaID; animState.moveDirection = !Object.op_Inequality((Object)actor.TargetInSightActionPoint, (Object)null) ? (!Object.op_Inequality((Object)actor.DestWaypoint, (Object)null) ? Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed) : (actor.DestWaypoint.OwnerArea.AreaID != areaId ? Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed) : Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed))) : (actor.TargetInSightActionPoint.OwnerArea.AreaID != areaId ? Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.runSpeed) : Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed)); } else { animState.moveDirection = Vector3.op_Multiply(this.MoveDirection, locomotionProfile.AgentSpeed.walkSpeed); } animState.setMediumOnWalk = true; animState.medVelocity = locomotionProfile.AgentSpeed.walkSpeed; animState.maxVelocity = locomotionProfile.AgentSpeed.runSpeed; animState.onGround = this._actor.IsOnGround; break; } actor.UpdateLocomotionSpeed(actor.DestWaypoint); } this.AnimState = animState; this.CharacterAnimation.UpdateState(animState); }