protected override bool Run() { Resurrect.Definition definition = base.InteractionDefinition as Resurrect.Definition; Sim actor = this.Actor; Sim target = this.Target; this.Target.InteractionQueue.CancelAllInteractions(); { this.Actor.RouteTurnToFace(this.Target.Position); this.Target.RouteTurnToFace(this.Actor.Position); base.StandardEntry(); base.AcquireStateMachine("VampireHunt"); base.EnterStateMachine("VampireHunt", "Enter", "x"); base.SetActor("x", this.Actor); base.AnimateSim("Hunt Loop"); OthersResurrect.GhostToSim(this.Actor, this.Target); base.AnimateSim("Exit"); base.StandardExit(); { OthersResurrect.SetResurrectMoodlets(); OthersResurrect.setSkillPoints(this.Actor); Simulator.Sleep(50u); } } return(true); }
protected override bool Run() { ResurrectFromGrave.Definition definition = base.InteractionDefinition as ResurrectFromGrave.Definition; Sim actor = this.Actor; GameObject urnstone = this.Target; { this.Actor.RouteToPoint(this.Target.Position); base.StandardEntry(); base.AcquireStateMachine("VampireHunt"); base.EnterStateMachine("VampireHunt", "Enter", "x"); base.SetActor("x", this.Actor); base.AnimateSim("Hunt Loop"); base.StandardExit(); { OthersResurrect.SetResurrectMoodletsToUrnstone(); OthersResurrect.setSkillPoints(this.Actor); } } return(true); }