private async Task <bool> Completed() { if (CurrentStepObjective().IsActive) { State = States.Found; _clearAreaForNSecondsCoroutine = new ClearAreaForNSecondsCoroutine(_questId, 10, ZetaDia.Me.ActorSnoId, 0, 100); return(false); } _isDone = true; return(false); }
private async Task <bool> Moving() { if (!await NavigationCoroutine.MoveTo(_objectiveLocation, 1)) { return(false); } if (NavigationCoroutine.LastResult == CoroutineResult.Failure) { _previouslyFoundLocation = _objectiveLocation; _returnTimeForPreviousLocation = PluginTime.CurrentMillisecond; _objectiveLocation = Vector3.Zero; _objectiveScanRange = ActorFinder.LowerSearchRadius(_objectiveScanRange); if (_objectiveScanRange <= 0) { _objectiveScanRange = 50; } State = States.Searching; return(false); } State = States.Found; _clearAreaForNSecondsCoroutine = new ClearAreaForNSecondsCoroutine(_questId, 10, _actorId, _marker); return(false); }