public override ASequencedAction[] BuildScenarioActions() { this.EnemyObject = InteractiveObjectV2Manager.Get().InteractiveObjects.Find(o => o.InteractiveGameObject.GetAssociatedGameObjectName() == EnemyObjectName); this.PlayerInteractiveObject = PlayerInteractiveObjectManager.Get().PlayerInteractiveObject; return(new ASequencedAction[] { new AIWarpActionV2(this.PlayerInteractiveObject, this.PlayerStartPosition, null) .Then(new WaitForSecondsAction(1.5f) .Then(new AIMoveToActionV2(this.PlayerTargetPosition, null, AIMovementSpeedAttenuationFactor.RUN, (strategy) => { this.PlayerInteractiveObject.SetDestination(strategy); }, this.PlayerInteractiveObject.SetAISpeedAttenuationFactor)) ) }); }
public override ASequencedAction[] BuildScenarioActions() { this.EnemyObject = InteractiveObjectV2Manager.Get().InteractiveObjects.Find(o => o.InteractiveGameObject.GetAssociatedGameObjectName() == EnemyObjectName); this.PlayerInteractiveObject = PlayerInteractiveObjectManager.Get().PlayerInteractiveObject; return(new ASequencedAction[] { new AIWarpActionV2(this.PlayerInteractiveObject, this.Fire1PlayerPosition, null) .Then(new TargetAndFireToInteractiveObjectAction(this.EnemyObject) .Then(new AIMoveToActionV2(Vector3.zero, null, AIMovementSpeedAttenuationFactor.RUN, (strategy) => { this.PlayerInteractiveObject.SetDestination(strategy); }, this.PlayerInteractiveObject.SetAISpeedAttenuationFactor).Then(BuildWarpPlayerBehindEnemyAction()) .Then(new TargetAndFireToInteractiveObjectAction(this.EnemyObject) .Then(new AIWarpActionV2(this.PlayerInteractiveObject, Vector3.zero, null)) ) ) ) }); }
public void FirstExecutionAction() { this.playerCrossedDistance = 0f; this.lastFramePlayerPosition = null; this.PlayerInteractiveObject = PlayerInteractiveObjectManager.Get().PlayerInteractiveObject; }
public ProjectileDeflectionTestScenarioAction(CoreInteractiveObject EnemyObject, PlayerInteractiveObject PlayerInteractiveObject) { this.EnemyObject = EnemyObject; this._playerInteractiveObject = PlayerInteractiveObject; SpawnFiringProjectileEvent.Get().RegisterSpawnFiringProjectileEventListener(this.OnProjectileLaunched); }
public HealthGlobeRecoveryScenarioAction(PlayerInteractiveObject playerInteractiveObject) { PlayerInteractiveObject = playerInteractiveObject; }