コード例 #1
0
ファイル: Clock.cs プロジェクト: iwiniwin/LastBattle
        static Clock()
        {
            GameObject go = new GameObject("#Clock#");

            GameObject.DontDestroyOnLoad(go);
            m_Task = go.AddComponent <TaskBehavior>();
        }
コード例 #2
0
 public static MappingEngine GetMappingEngine(TaskBehavior taskBehavior)
 {
     lock (_lock)
     {
         MappingEngine mappingEngine;
         if (!_mappingEngines.TryGetValue(taskBehavior.PortalType, out mappingEngine))
         {
             ConfigurationStore store = new ConfigurationStore(new TypeMapFactory(), MapperRegistry.Mappers);
             store.CreateMap <TaskInfoDetail, TaskInfoDetail>()
             .ForMember(dst => dst.CanExecuteAutomatically, o => o.Condition((Func <TaskInfoDetail, bool>)(src => taskBehavior.AdvancedPropertiesVisible)))
             .ForMember(dst => dst.CanExecuteManually, o => o.Condition((Func <TaskInfoDetail, bool>)(src => taskBehavior.AdvancedPropertiesVisible)));
             MappingEngine engine = new MappingEngine(store);
             _mappingEngines.Add(taskBehavior.PortalType, mappingEngine = engine);
         }
         return(mappingEngine);
     }
 }
コード例 #3
0
    IEnumerator PerformTask(string location, GameObject a_target)
    {
        TaskBehavior task     = a_target.GetComponent <TaskBehavior>();
        int          waitTime = 0;

        while (!task.CanPerformTask())
        {
            yield return(new WaitForSeconds(1));
        }

        stateMachine.PerformTask(location, a_target);
        waitTime += task.GetTaskDuration();

        yield return(new WaitForSeconds(waitTime));

        performingTask = false;
    }
コード例 #4
0
 // Use this for initialization
 void Start()
 {
     plantBed          = gameObject.transform.parent.gameObject;
     plantBedBehaviour = plantBed.GetComponent <TaskBehavior>();
 }
コード例 #5
0
 /// <inheritdoc />
 public override IBehavior Build(BehaviourTree tree)
 {
     Behavior = new TaskBehavior(UpdateInternal, OnInitialization, OnTermination, tree);
     return(Behavior);
 }