예제 #1
0
        public static void React(Sim sim, Sim target, ReactionTypes reaction)
        {
            Reactor reactor = new Reactor();

            reactor.Sim      = sim;
            reactor.Target   = target;
            reactor.Reaction = reaction;
            AlarmManager.Global.AddAlarm(RandomUtil.GetFloat(4f), TimeUnit.Seconds, new AlarmTimerCallback(reactor.Callback), "Reactor Callback", AlarmType.NeverPersisted, sim);
        }
예제 #2
0
        public override bool Run()
        {
            List <ObjectListPickerInfo> Entries = ListExpressions();
            string text = (string)ObjectListPickerDialog.Show("Expression", Entries);

            if (text != null && text != "")
            {
                ReactionTypes reaction = (ReactionTypes)Enum.Parse(typeof(ReactionTypes), text);

                Array             reactionTypes = Enum.GetValues(typeof(ReactionTypes));
                CustomOverlayData data          = null;
                CmoPoseBox        box           = PoseManager.FindPoseBox();
                string            poseData      = PoseManager.GetCurrentPose(Actor);
                if (poseData == null)
                {
                    return(false);
                }
                Actor.LookAtManager.DisableLookAts();
                PoseManager.SetCurrentPose(Actor, poseData);
                box.PlaySoloAnimation(Actor.SimDescription.IsHuman, Actor, poseData, true, ProductVersion.BaseGame);
                Actor.ResetAllAnimation();
                Actor.OverlayComponent.UpdateInteractionFreeParts(AwarenessLevel.OverlayFace);//OverlayUpperbody);
                StateMachineClient stateMachineClient = StateMachineClient.Acquire(Actor.ObjectId, "facial_idle", AnimationPriority.kAPDefault, true);
                data = (CustomOverlayData)OverlayComponent.GetOverlayData(reaction, Actor);


                stateMachineClient.UseActorBridgeOrigins = false;
                stateMachineClient.SetActor("x", Actor);
                stateMachineClient.RemoveEventHandler(new SacsEventHandler(Actor.OverlayComponent.InteractionPartLevelCallback));
                stateMachineClient.RemoveEventHandler(new SacsEventHandler(Actor.OverlayComponent.ClearInteractionPartLevelCallback));
                stateMachineClient.EnterState("x", "Enter");
                stateMachineClient.SetProductVersion(data.ProductVersion);
                stateMachineClient.RequestState("x", data.AnimClipName);
                //Actor.OverlayComponent.UpdateInteractionFreeParts(AwarenessLevel.OverlayFace);

                box.PlaySoloAnimation(Actor.SimDescription.IsHuman, Actor, poseData, true, ProductVersion.BaseGame);
                Actor.ResetAllAnimation();

                Actor.WaitForExitReason(3.40282347E+38f, ExitReason.UserCanceled);
                Actor.LookAtManager.EnableLookAts();
                return(true);
            }
            return(false);
        }
예제 #3
0
        public void LoopFunc(StateMachineClient smc, LoopData ld)
        {
            if (ld.mLifeTime > kWatchPlantMaxTime)
            {
                Actor.AddExitReason(ExitReason.Finished);
                return;
            }
            ThoughtBalloonManager.BalloonData balloonData = new ThoughtBalloonManager.BalloonData(Target.GetThumbnailKey());
            balloonData.BalloonType = ThoughtBalloonTypes.kThoughtBalloon;
            balloonData.mPriority   = ThoughtBalloonPriority.Low;
            balloonData.mFlags      = ThoughtBalloonFlags.ShowIfSleeping;
            Actor.ThoughtBalloonManager.ShowBalloon(balloonData);
            AcquireStateMachine("catdoginvestigate");
            EnterStateMachine("catdoginvestigate", "Enter", "x");
            AnimateSim("Investigate");
            AnimateSim("Exit");
            ReactionTypes reactionType = kReactionList[RandomUtil.GetInt(kReactionList.Length - 1)];

            Actor.PlayReaction(reactionType, ReactionSpeed.ImmediateWithoutOverlay);
        }
예제 #4
0
        public override bool Run()
        {
            try
            {
                InsectData data;
                Route      r = Actor.RoutingComponent.CreateRoute();
                r.PlanToPointRadialRange(Target.Position, 0f, InsectJig.sMaxCatchRange, RouteDistancePreference.PreferNearestToRouteDestination, RouteOrientationPreference.TowardsObject, Target.LotCurrent.LotId, null);

                try
                {
                    if (!Actor.RoutingComponent.DoRoute(r) || Target.InUse)
                    {
                        return(false);
                    }
                }
                catch (ResetException)
                {
                    throw;
                }
                catch (Exception e)
                {
                    Common.DebugException(Actor, Target, e);
                    return(false);
                }

                mDummyIkJig = GlobalFunctions.CreateObjectOutOfWorld("SocialJigOnePerson") as SocialJigOnePerson;
                mDummyIkJig.SetForward(Actor.ForwardVector);
                mDummyIkJig.SetPosition(Actor.Position);
                mDummyIkJig.SetHiddenFlags(~HiddenFlags.Nothing);
                mDummyIkJig.AddToWorld();

                StandardEntry();

                BeginCommodityUpdates();
                bool succeeded = false;

                try
                {
                    if (InsectData.sData.TryGetValue(Target.InsectType, out data))
                    {
                        mTempInsect = Sims3.Gameplay.Objects.Insect.Insect.Create(Target.InsectType);
                        string       jazzInsectParameterName = data.GetJazzInsectParameterName();
                        string       jazzEnterStateName      = data.GetJazzEnterStateName();
                        float        catchChance             = data.CatchChance;
                        InsectRarity rarity = data.Rarity;
                        data = null;
                        mCurrentStateMachine = InsectData.AcquireInitAndEnterStateMachine(Actor, mTempInsect, mDummyIkJig, jazzInsectParameterName, jazzEnterStateName);
                        if (mCurrentStateMachine != null)
                        {
                            Collecting collecting = Actor.SkillManager.AddElement(SkillNames.Collecting) as Collecting;
                            if (collecting.IsBeetleCollector())
                            {
                                succeeded = true;
                            }
                            else
                            {
                                succeeded = RandomUtil.RandomChance01(catchChance);
                            }
                            AnimateSim(succeeded ? "ExitSuccess" : "ExitFailure");
                            if (succeeded)
                            {
                                InsectTerrarium.Create(Target, Actor);
                            }
                            else
                            {
                                ReactionTypes reactionType = RandomUtil.CoinFlip() ? ReactionTypes.Annoyed : (RandomUtil.CoinFlip() ? ReactionTypes.Shrug : ReactionTypes.Angry);
                                Actor.PlayReaction(reactionType, ReactionSpeed.NowOrLater);
                            }
                        }
                    }
                }
                finally
                {
                    EndCommodityUpdates(succeeded);
                }

                StandardExit();
                DestroyObject(Target);
                return(succeeded);
            }
            catch (ResetException)
            {
                throw;
            }
            catch (Exception e)
            {
                Common.Exception(Actor, Target, e);
                return(false);
            }
        }
예제 #5
0
파일: MoneyBag.cs 프로젝트: yakoder/NRaas
            private void CashInReaction()
            {
                ReactionTypes reactionType = RandomUtil.CoinFlip() ? ReactionTypes.Cheer : ReactionTypes.Excited;

                base.Actor.PlayReaction(reactionType, ReactionSpeed.Immediate);
            }
예제 #6
0
 public override bool GroupTalkPlayResponse(ReactionTypes response)
 {
     r_internal(_Actor);
     return(base.GroupTalkPlayResponse(response));
 }