コード例 #1
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 public BombermanWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, GameObject target)
     : base(mapData, targetPosition, aiBehavior)
 {
     this.m_Target     = target;
     this.m_HPBehavior = this.m_AIBehavior.gameObject.GetComponent <KodoHPBehavior>();
     this.m_StateName  = "BombermanWalk";
 }
コード例 #2
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    public BuilderReturnState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo)
        : base(mapData, targetPosition, aiBehavior, targetInfo)
    {
        ActorConfig config = ActorPrefabConfig.Instance.GetComponent <ActorConfig>();

        this.WalkVelocity = config.BuilderMoveVelocity;
    }
コード例 #3
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 public BuilderBuildState(NewAI aiBehavior, IObstacleInfo targetInfo, IMapData mapData, TilePosition buildPosition) : base(aiBehavior)
 {
     this.m_TargetInfo     = targetInfo;
     this.m_TargetPosition = this.m_TargetInfo.BuildingPosition;
     this.m_BuildPosition  = buildPosition;
     this.m_MapData        = mapData;
 }
コード例 #4
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 public VillagerWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo) :
     base(mapData, targetPosition, aiBehavior, targetInfo)
 {
     this.m_ActorConfig = ActorPrefabConfig.Instance.GetComponent <ActorConfig>();
     this.WalkVelocity  = this.m_ActorConfig.VillagerMoveVelocity;
     this.m_Offset      = targetPosition - targetInfo.ActorPosition;
 }
コード例 #5
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ファイル: ArmyIdleState.cs プロジェクト: KangLLL/century_war
    public ArmyIdleState(NewAI aiBehavior, IBuildingInfo campInfo) : base(aiBehavior)
    {
        this.m_CampInfo = campInfo;
        ActorConfig config = ActorPrefabConfig.Instance.GetComponent <ActorConfig>();

        this.m_CurrentFrame = Random.Range(config.ArmyIdleMinFrame, config.ArmyIdleMaxFrame + 1);
        this.m_CampPosition = this.m_CampInfo.BuildingPosition;
    }
コード例 #6
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ファイル: KodoWalkState.cs プロジェクト: KangLLL/century_war
	//private BuildingBasePropertyBehavior m_TargetProperty;
	
	public KodoWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, GameObject target) 
		: base(mapData, targetPosition, aiBehavior)
	{
		this.m_Target = target;
		this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity;
		this.m_HPBehavior = this.m_AIBehavior.gameObject.GetComponent<KodoHPBehavior>();
		//this.m_TargetProperty = this.m_Target.GetComponent<BuildingBasePropertyBehavior>();
		this.m_StateName = "KodoWalk";
	}
コード例 #7
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    public VillagerDisappearState(NewAI aiBehavior) : base(aiBehavior)
    {
        this.m_ActorConfig = ActorPrefabConfig.Instance.GetComponent <ActorConfig>();

        this.m_AppearBuildings = new HashSet <BuildingType>();
        foreach (BuildingType building in this.m_ActorConfig.VillagerAppearBuildingTypes)
        {
            this.m_AppearBuildings.Add(building);
        }
    }
コード例 #8
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    public CrazyKodoWalkState(NewAI aiBehavior, GameObject target, Vector2 targetPostion) : base(aiBehavior)
    {
        this.m_TargetBuilding = target;
        this.m_TargetPosition = targetPostion;

        Vector2 deltaVector = this.m_TargetPosition - (Vector2)this.m_AIBehavior.transform.position;

        this.m_MoveVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity;

        //this.m_TotalTicks = Mathf.CeilToInt(deltaVector.magnitude / this.m_MoveVelocity);
        //this.m_MoveTicks = 0;
        this.m_MoveVector = this.m_MoveVelocity * deltaVector.normalized;

        this.m_StateName = "Walk";
    }
コード例 #9
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ファイル: PushState.cs プロジェクト: KangLLL/century_war
    public PushState(NewAI aiBehavior, int pushTicks, int pushVelocity, Vector2 direction) : base(aiBehavior)
    {
        this.m_Velocity  = pushVelocity;
        this.m_PushTicks = pushTicks;
        if (Mathf.Approximately(direction.magnitude, 0.0f))
        {
            this.m_Direction = Vector2.up;
        }
        else
        {
            this.m_Direction = direction;
            this.m_Direction.Normalize();
        }

        this.m_PushAttenuateFactor = ((CharacterAI)aiBehavior).PushAttenuateFactor;
        this.m_PushFactor          = ((CharacterAI)aiBehavior).PushFactor;
    }
コード例 #10
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 public ArmyWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior, IBuildingInfo targetInfo) :
     base(mapData, targetPosition, aiBehavior, targetInfo)
 {
     this.WalkVelocity = ((ArmyAI)aiBehavior).WalkVelocity;
 }
コード例 #11
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 public DefenseObjectIdleState(NewAI aiBehavior) : base(aiBehavior)
 {
 }
コード例 #12
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 public DefenseObjectTriggerState(NewAI aiBehavior) : base(aiBehavior)
 {
 }
コード例 #13
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 public InvaderIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior, isFindInstantly)
 {
     this.m_StateName = "InvaderIdle";
 }
コード例 #14
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ファイル: AIState.cs プロジェクト: KangLLL/century_war
 public AIState(NewAI aiBehavior)
 {
     this.m_AIBehavior          = aiBehavior;
     this.m_AnimationController = this.m_AIBehavior.GetComponent <CharacterAnimationController>();
 }
コード例 #15
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 public InvaderFindOutState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior) :
     base(mapData, targetPosition, aiBehavior)
 {
     this.m_StateName  = "InvaderFindOut";
     this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity;
 }
コード例 #16
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    public CrazyKodoIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior)
    {
        this.m_IsFindInstantly = isFindInstantly;

        this.m_StateName = "Idle";
    }
コード例 #17
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ファイル: IdleState.cs プロジェクト: KangLLL/century_war
 public IdleState(NewAI aiBehavior) : base(aiBehavior)
 {
 }
コード例 #18
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 public VillagerIdleState(NewAI aiBehavior, IBuildingInfo targetInfo, bool isTargetHover) : base(aiBehavior)
 {
     this.m_TargetInfo    = targetInfo;
     this.m_ActorConfig   = ActorPrefabConfig.Instance.GetComponent <ActorConfig>();
     this.m_IsTargetHover = isTargetHover;
 }
コード例 #19
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 public InvaderAttackState(NewAI aiBehavior, AITargetObject target, AttackBehavior attackBehavior)
     : base(aiBehavior, target, attackBehavior)
 {
     this.m_StateName = "InvaderAttack";
 }
コード例 #20
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 public ActorRunAwayState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior)
     : base(mapData, targetPosition, aiBehavior)
 {
 }
コード例 #21
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 public TimeTickRelatedState(NewAI aiBehavior) : base(aiBehavior)
 {
 }
コード例 #22
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 public BuildingIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior)
 {
     this.m_IsFindInstantly = isFindInstantly;
 }
コード例 #23
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 public BuildingAttackState(NewAI aiBehavior, AITargetObject target, AttackBehavior attackBehavior)
     : base(aiBehavior, target, attackBehavior)
 {
 }
コード例 #24
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 public DefenseObjectLastingState(NewAI aiBehavior, LastingEffectBehavior lastingEffectBehavior) : base(aiBehavior)
 {
     this.m_LastingEffectBehavior = lastingEffectBehavior;
 }
コード例 #25
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 public CharacterWalkState(IMapData mapData, TilePosition targetPosition, NewAI aiBehavior)
     : base(mapData, targetPosition, aiBehavior)
 {
     this.WalkVelocity = this.CharacterAI.PropertyBehavior.MoveVelocity;
 }
コード例 #26
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 public BombermanIdleState(NewAI aiBehavior, bool isFindInstantly) : base(aiBehavior, isFindInstantly)
 {
     this.m_StateName = "BombermanIdle";
 }