예제 #1
0
 // 状态设置
 public void SetAllHandAction(Global.HandAction ha)
 {
     foreach (var hb in handBehaviours)
     {
         hb.handAction = ha;
     }
 }
예제 #2
0
    public void OnHandStateChange(Global.HandAction newState)
    {
        switch (newState)
        {
        case Global.HandAction.SLASH:
            targetRotateFactor = 0.7f;
            break;

        case Global.HandAction.FETCH:
            targetRotateFactor = 1f;
            anglelimit         = 10;
            break;

        default:
            OnBodyStateChange(am.state.BodyAction);
            break;
        }
    }
예제 #3
0
    private void OnHandStateChange(Global.HandAction ha)
    {
        switch (ha)
        {
        case Global.HandAction.FREE:
            if (resetAttackC == null && canAttack == false)
            {
                resetAttackC = StartCoroutine(resetAttack());
            }
            if (resetSkillC == null && canSkill == false)
            {
                resetSkillC = StartCoroutine(resetSkill());
            }
            break;

        default:
            break;
        }
    }
예제 #4
0
 public void Update()
 {
     if (ignoreHandUpdate)
     {
         ignoreHandUpdate = false; ac.curHandAction = handAction;
     }
     else
     {
         Global.HandAction ha = handAction;
         if (keepHandState)
         {
             keepHandState = false;
             ha            = ac.curHandAction;
         }
         else if (handAction != ac.curHandAction)
         {
             ac.curHandAction = handAction;
             PreUpdates(handAction);
         }
         Updates(ha);
     }
     PostHandUpdate();
 }
예제 #5
0
            private void PreUpdates(Global.HandAction ha)
            {
                switch (ha)
                {
                case Global.HandAction.SLASH:
                    PreAttack();
                    break;

                case Global.HandAction.DEFENCE:
                    PreDefence();
                    break;

                case Global.HandAction.FREE:
                    PreNone();
                    break;

                case Global.HandAction.FETCH:
                    PreFetch();
                    break;

                default:
                    break;
                }
            }
예제 #6
0
            private void Updates(Global.HandAction ha)
            {
                switch (ha)
                {
                case Global.HandAction.SLASH:
                    OnAttack();
                    break;

                case Global.HandAction.DEFENCE:
                    OnDefence();
                    break;

                case Global.HandAction.FREE:
                    OnNone();
                    break;

                case Global.HandAction.FETCH:
                    OnFetch();
                    break;

                default:
                    break;
                }
            }
예제 #7
0
 public virtual void SetHandAction(Global.HandAction ha)
 {
     //curHandAction = ha;
     actorBehaviours.SetAllHandAction(ha);
 }