예제 #1
0
 public void ResetEquipEventItem(EquipEventItemInfo itemInfo)
 {
     if (this.EquipedItem != null)
     {
         if (itemInfo != null)
         {
             if (this.EquipedItem.EventItemID == itemInfo.EventItemID)
             {
                 if (this.EquipedItem.AsGameObject.get_activeSelf())
                 {
                     return;
                 }
                 this.EquipedItem.AsGameObject.SetActive(true);
             }
             else
             {
                 this.ReleaseEquipedEventItem();
                 this.LoadEquipedEventItem(itemInfo);
             }
         }
         else
         {
             this.ReleaseEquipedEventItem();
         }
     }
     else
     {
         if (itemInfo == null)
         {
             return;
         }
         this.LoadEquipedEventItem(itemInfo);
     }
 }
예제 #2
0
 protected abstract void LoadEquipedEventItem(EquipEventItemInfo eventItemInfo);
예제 #3
0
        public virtual void OnStart()
        {
            AgentActor agent = this.Agent;

            if (agent.EquipedItem != null)
            {
                ItemCache equipedItem = agent.EquipedItem;
                if (equipedItem.EventItemID == Singleton <Resources> .Instance.LocomotionProfile.ObonEventItemID)
                {
                    return;
                }
                ItemIDKeyPair      umbrellaId         = Singleton <Resources> .Instance.CommonDefine.ItemIDDefine.UmbrellaID;
                EquipEventItemInfo equipEventItemInfo = Singleton <Resources> .Instance.GameInfo.CommonEquipEventItemTable[umbrellaId.categoryID][umbrellaId.itemID];
                if (equipedItem.EventItemID == equipEventItemInfo.EventItemID)
                {
                    return;
                }
            }
            ((Task)this).OnStart();
            agent.StopNavMeshAgent();
            agent.ChangeStaticNavMeshAgentAvoidance();
            int id = agent.AgentData.SickState.ID;

            this._info = (PlayState)null;
            Dictionary <int, Dictionary <int, PlayState> > agentActionAnimTable = Singleton <Resources> .Instance.Animation.AgentActionAnimTable;

            AgentProfile.PoseIDCollection poseIdTable = Singleton <Resources> .Instance.AgentProfile.PoseIDTable;
            PoseKeyPair?nullable = new PoseKeyPair?();

            switch (id)
            {
            case 0:
                nullable = new PoseKeyPair?(poseIdTable.CoughID);
                break;

            case 4:
                nullable = new PoseKeyPair?(poseIdTable.StandHurtID);
                break;

            default:
                if ((double)agent.AgentData.StatsTable[2] <= 0.0)
                {
                    nullable = new PoseKeyPair?(poseIdTable.StandHurtID);
                    break;
                }
                switch (Singleton <Manager.Map> .Instance.Simulator.Temperature)
                {
                case Temperature.Hot:
                    nullable = new PoseKeyPair?(poseIdTable.ColdPoseID);
                    break;

                case Temperature.Cold:
                    nullable = new PoseKeyPair?(poseIdTable.ColdPoseID);
                    break;
                }
                break;
            }
            if (!nullable.HasValue)
            {
                return;
            }
            this._info = agentActionAnimTable[nullable.Value.postureID][nullable.Value.poseID];
            if (this._info == null)
            {
                return;
            }
            agent.Animation.LoadEventKeyTable(nullable.Value.postureID, nullable.Value.poseID);
            this._layer        = this._info.Layer;
            this._inEnableFade = this._info.MainStateInfo.InStateInfo.EnableFade;
            this._inFadeTime   = this._info.MainStateInfo.InStateInfo.FadeSecond;
            agent.Animation.OnceActionStates.Clear();
            if (!this._info.MainStateInfo.InStateInfo.StateInfos.IsNullOrEmpty <PlayState.Info>())
            {
                foreach (PlayState.Info stateInfo in this._info.MainStateInfo.InStateInfo.StateInfos)
                {
                    agent.Animation.OnceActionStates.Add(stateInfo);
                }
            }
            agent.Animation.OutStates.Clear();
            if (!this._info.MainStateInfo.OutStateInfo.StateInfos.IsNullOrEmpty <PlayState.Info>())
            {
                foreach (PlayState.Info stateInfo in this._info.MainStateInfo.OutStateInfo.StateInfos)
                {
                    agent.Animation.OutStates.Enqueue(stateInfo);
                }
            }
            agent.Animation.PlayOnceActionAnimation(this._inEnableFade, this._inFadeTime, this._layer);
            this._onEndActionDisposable = ObservableExtensions.Subscribe <Unit>(Observable.Take <Unit>((IObservable <M0>) this._onEndAction, 1), (Action <M0>)(_ =>
            {
                agent.Animation.StopAllAnimCoroutine();
                agent.Animation.PlayOutAnimation(this._outEnableFade, this._outFadeTime, this._layer);
            }));
        }