예제 #1
0
    void SendAction()
    {
        Action        = AgentActionFactory.Create(AgentActionFactory.E_Type.E_ATTACK_ROLL) as AgentActionAttackRoll;
        Action.Data   = Owner.AnimSet.GetRollAttackAnim();
        Action.Target = Owner.BlackBoard.DesiredTarget;
        // Debug.Log("action attack  " + (Action.AttackTarget != null ? Action.AttackTarget.name : "no target"));

        Owner.BlackBoard.ActionAdd(Action);
    }
예제 #2
0
    override public void OnDeactivate()
    {
        //    Time.timeScale = 1;

        Action.SetSuccess();
        Action = null;

        if (Effect != null)
        {
            CombatEffectsManager.Instance.ReturnRolllEffect(Effect);
        }

        Effect = null;
        base.OnDeactivate();
    }
예제 #3
0
    override protected void Initialize(AgentAction action)
    {
        Action = action as AgentActionAttackRoll;

        State = E_State.Prepare;

        CrossFade("attackRollStart", 0.4f);

        base.Initialize(action);

        Owner.BlackBoard.MotionType = E_MotionType.None;

        EndOfStateTime = AnimEngine["attackRollStart"].length * 0.95f + Time.timeSinceLevelLoad;
        NoHitTimer     = 0;

        UpdateFinalRotation();

        Owner.Sound.PlayRoll();
    }
예제 #4
0
    static public AgentAction Create(E_Type type)
    {
        int index = (int)type;

        AgentAction a;

        if (m_UnusedActions[index].Count > 0)
        {
            a = m_UnusedActions[index].Dequeue();
        }
        else
        {
            switch (type)
            {
            case E_Type.E_IDLE:
                a = new AgentActionIdle();
                break;

            case E_Type.E_MOVE:
                a = new AgentActionMove();
                break;

            case E_Type.E_GOTO:
                a = new AgentActionGoTo();
                break;

            case E_Type.E_COMBAT_MOVE:
                a = new AgentActioCombatMove();
                break;

            case E_Type.E_ATTACK:
                a = new AgentActionAttack();
                break;

            case E_Type.E_ATTACK_ROLL:
                a = new AgentActionAttackRoll();
                break;

            case E_Type.E_ATTACK_WHIRL:
                a = new AgentActionAttackWhirl();
                break;

            case E_Type.E_INJURY:
                a = new AgentActionInjury();
                break;

            case E_Type.E_DAMAGE_BLOCKED:
                a = new AgentActionDamageBlocked();
                break;

            case E_Type.E_BLOCK:
                a = new AgentActionBlock();
                break;

            case E_Type.E_ROLL:
                a = new AgentActionRoll();
                break;

            case E_Type.E_INCOMMING_ATTACK:
                a = new AgentActionIncommingAttack();
                break;

            case E_Type.E_WEAPON_SHOW:
                a = new AgentActionWeaponShow();
                break;

            case E_Type.Rotate:
                a = new AgentActionRotate();
                break;

            case E_Type.E_USE_LEVER:
                a = new AgentActionUseLever();
                break;

            case E_Type.E_PLAY_ANIM:
                a = new AgentActionPlayAnim();
                break;

            case E_Type.E_PLAY_IDLE_ANIM:
                a = new AgentActionPlayIdleAnim();
                break;

            case E_Type.E_DEATH:
                a = new AgentActionDeath();
                break;

            case E_Type.E_KNOCKDOWN:
                a = new AgentActionKnockdown();
                break;

            case E_Type.Teleport:
                a = new AgentActionTeleport();
                break;

            default:
                Debug.LogError("no AgentAction to create");
                return(null);
            }
        }
        a.Reset();
        a.SetActive();

        // DEBUG !!!!!!
        m_ActionsInAction.Add(a);
        return(a);
    }