public void Process() { Animator animator; if (!TargetActor.GetActorAnimator(out animator)) { throw new Exception("Error while playing the dialog: you are trying to set the value of an animator parameter, " + "but the actor can't access to it's animator."); } switch (Variable.Type) { case AnimatorVariableType.BOOL: animator.SetBool(Variable.Name, Variable.GetValueAs <bool>()); break; case AnimatorVariableType.FLOAT: animator.SetFloat(Variable.Name, Variable.GetValueAs <float>()); break; case AnimatorVariableType.INT: animator.SetInteger(Variable.Name, Variable.GetValueAs <int>()); break; case AnimatorVariableType.TRIGGER: animator.SetTrigger(Variable.Name); break; } }
public void ReceiveWaitTimeOut2Test() { TestLauncherActor.Test(() => { var actor = new ReceiveActor <int, string>(); var target = new TargetActor(); var resultEven = actor.WaitAsync((IActor)target, 2, 2000); Assert.IsTrue(resultEven.Result.Item2 == "even"); }); }
public void ReceiveWaitTimeOut1Test() { TestLauncherActor.Test(() => { var actor = new ReceiveActor <int, string>(); var target = new TargetActor(); var resultOdd = actor.WaitAsync(target, 1, 10000); Assert.IsTrue(resultOdd.Result.Item2 == "odd"); }); }
virtual public void ResetResource(NResourceLoc loc) { if (TargetActor != null && animMesh == null) { NActorComponent comp = TargetActor.CreateComponent(animMeshNameGenerator.GetNextUniqueName(), "nanim_mesh_component"); animMesh = comp as NAnimMeshComponent; } animMesh.ResetResource(loc); }
public int GetVariableAsInteger() { Animator animator; if (TargetActor.GetActorAnimator(out animator)) { return(animator.GetInteger(VariableName)); } throw new Exception("Error while playing the dialog: you are trying to get the value of an animator parameter, " + "but the actor can't access to it's animator."); }
/// <summary> /// 走路到某地- /// </summary> /// <param name="target"></param> public void WalkTo(Vector3 target) { if (TargetActor != null) { target.y = RoleHelp.GetHeightInScene(TargetActor.ActorId, target.x, target.z); target = InstanceHelper.ClampInWalkableRange(target, 10); if (TargetActor.IsAttacking() == true) { Skill cur_skill = TargetActor.GetCurSkill(); if (cur_skill != null) { cur_skill.End(); } } m_WalkId = TargetActor.MoveCtrl.TryWalkToAlong(target); } mWalkType = WalkType.WALK; mTargetPos = target; }
private void TimerCallback(object state) { TargetActor.PostAsync(Callback); }