private void OnAbilityActiveRPC(int abilityIndex, bool active) { if (active) { m_CharacterLocomotion.TryStartAbility(m_CharacterLocomotion.Abilities[abilityIndex]); } else { m_CharacterLocomotion.TryStopAbility(m_CharacterLocomotion.Abilities[abilityIndex], true); } }
/// <summary> /// Tries to reload the current item. /// </summary> /// <returns>Success if the item was used.</returns> public override TaskStatus OnUpdate() { if (m_ReloadAbility == null) { return(TaskStatus.Failure); } // The Reload ability has been found - try to use the ability. return(m_CharacterLocomotion.TryStopAbility(m_ReloadAbility) ? TaskStatus.Success : TaskStatus.Failure); }
/// <summary> /// Activates the specified demo zone. /// </summary> /// <param name="demoZone">The demo zone to active.</param> /// <param name="teleport">Should the character be teleported to the demo zone?</param> private void ActiveDemoZone(DemoZone demoZone, bool teleport) { // The ride ability should be force stopped. var ride = m_CharacterLocomotion.GetAbility <UltimateCharacterController.Character.Abilities.Ride>(); if (ride != null && ride.IsActive) { m_CharacterLocomotion.TryStopAbility(ride, true); } if (m_ActiveZoneIndices.Count == 0 || m_ActiveZoneIndices[m_ActiveZoneIndices.Count - 1] != demoZone.Index) { m_ActiveZoneIndices.Add(demoZone.Index); } m_LastZoneIndex = demoZone.Index; ShowText(demoZone.Header, demoZone.Description, demoZone.Action); if (m_PreviousZoneArrow != null) { m_PreviousZoneArrow.SetActive(demoZone.Index != 0); } if (m_NextZoneArrow != null) { m_NextZoneArrow.SetActive(demoZone.Index != m_DemoZones.Length - 1); } m_EnterFrame = Time.frameCount; for (int i = 0; i < demoZone.EnableObjects.Length; ++i) { demoZone.EnableObjects[i].enabled = true; } for (int i = 0; i < demoZone.ToggleObjects.Length; ++i) { demoZone.ToggleObjects[i].SetActive(true); } // When the character reaches the outside section all doors should be unlocked. if (!m_AddOnDemoManager && !m_FullAccess && demoZone.Index >= m_DemoZones.Length - 6) { for (int i = 0; i < m_Doors.Count; ++i) { m_Doors[i].CloseOnTriggerExit = false; m_Doors[i].OpenClose(true, true, false); } m_FullAccess = true; } if (teleport) { var position = Vector3.zero; var rotation = Quaternion.identity; SpawnPointManager.GetPlacement(m_Character, demoZone.Index, ref position, ref rotation); m_CharacterLocomotion.SetPositionAndRotation(position, rotation, true); } // Set the group after the state so the default state doesn't override the grouping value. m_CharacterRespawner.Grouping = demoZone.Index; }
/// <summary> /// Tries to start or stop the specified ability. /// </summary> /// <returns>Success if the ability was started or stopped.</returns> public override TaskStatus OnUpdate() { if (m_Ability == null) { return(TaskStatus.Failure); } // The ability is not null - try to start or stop the ability. if (m_Start.Value) { var abilityStarted = m_CharacterLocomotion.TryStartAbility(m_Ability); return((abilityStarted || m_AlwaysReturnSuccess.Value) ? TaskStatus.Success : TaskStatus.Failure); } else { var abilityStopped = m_CharacterLocomotion.TryStopAbility(m_Ability); return((abilityStopped || m_AlwaysReturnSuccess.Value) ? TaskStatus.Success : TaskStatus.Failure); } }
/// <summary> /// Tries to stop the specified ability. /// </summary> /// <param name="ability">The ability to try to stop.</param> /// <returns>True if the ability was stopped.</returns> protected virtual bool TryStopAbility(Ability ability) { return(m_CharacterLocomotion.TryStopAbility(ability)); }
/// <summary> /// Tries to start or stop the use of the current item. /// </summary> /// <returns>Success if the item was used.</returns> public override TaskStatus OnUpdate() { if (m_UseAbility == null) { return(TaskStatus.Failure); } // Return a status of running for as long as the character is using the item. if (m_WaitForUse) { for (int i = 0; i < m_UseAbility.UsableItems.Length; ++i) { if (m_UseAbility.UsableItems[i] != null) { return(TaskStatus.Running); } } m_WaitForUse = false; m_WaitForStopUse = true; } // The item has been used. Return success as soon as the ability is stopped. if (m_WaitForStopUse) { m_CharacterLocomotion.TryStopAbility(m_UseAbility); if (!m_UseAbility.IsActive) { return(TaskStatus.Success); } return(TaskStatus.Running); } // The item should be used in the direction of the target. if (m_LocalLookSource != null) { if (m_AimTarget.Value != null) { m_LocalLookSource.Target = m_AimTarget.Value.transform; } else { m_LocalLookSource.Target = null; } } // The Use ability has been found - try to start or stop the ability. if (m_Start.Value) { var abilityStarted = m_CharacterLocomotion.TryStartAbility(m_UseAbility); // The ability should wait to end until the Use ability is complete. if (m_WaitForUseComplete.Value) { m_WaitForUse = true; return(TaskStatus.Running); } return((abilityStarted || m_AlwaysReturnSuccess.Value) ? TaskStatus.Success : TaskStatus.Failure); } else { var abilityStopped = m_CharacterLocomotion.TryStopAbility(m_UseAbility, true); return((abilityStopped || m_AlwaysReturnSuccess.Value) ? TaskStatus.Success : TaskStatus.Failure); } }