private List <GameObject> FiltStateObjects(List <GameObject> objects) { List <GameObject> result = new List <GameObject>(); if (objects == null) { return(result); } foreach (GameObject obj in objects) { if (m_IsFiltSupperArmer) { if (GrabTargetTrigger.IsGameObjectSupperArmer(obj)) { continue; } } BeHitState state = SkillDamageManager.GetBeHitState(obj); if (!IsFiltState(state)) { result.Add(obj); } } return(result); }
public override bool IsSatisfied(GameObject obj, SkillInstance instance) { BeHitState obj_state = SkillDamageManager.GetBeHitState(obj); if (m_IsEquals && m_TargetState == obj_state) { return(true); } if (!m_IsEquals && m_TargetState != obj_state) { return(true); } return(false); }
public override bool IsSatisfied(GameObject obj, SkillInstance instance) { if (!m_IsIncludeBehitState) { BeHitState state = SkillDamageManager.GetBeHitState(obj); if (state != BeHitState.kStand) { return(false); } } float height = TriggerUtil.GetHeightWithGround(obj); if (m_IsJudgeFly && height >= m_Height) { return(true); } if (!m_IsJudgeFly && height <= m_Height) { return(true); } return(false); }