public void AddActionDelegate(Action a) { ActionBasic.ActionDelegate action = new ActionBasic.ActionDelegate { action = a }; this.AddAction(action); }
public void StartDrop() { ActionBasic.ActionDelegate action = new ActionBasic.ActionDelegate { action = () => this.StartDrop1() }; this.action.AddAction(action); }
protected override void Event_HittedZI(AnimationCtrlBase.AniClass a) { if (a.value != string.Empty) { base.PlayHittedAction(true); base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { base.PlayHittedAction(false); if (base.IsCurrentState("Hitted")) { base.UpdateTouch(); } } }; base.mActionList[a.name].AddAction(delegate2); } }
protected override void Event_AttackEndI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { if (!a.revert) { base.ani[a.value].time = 0f; } else { base.ani[a.value].time = base.ani[a.value].clip.length; } base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } if ((base.m_Entity.m_Weapon != null) && (base.m_Entity.m_Weapon.OnAttackEndStartAction != null)) { base.m_Entity.m_Weapon.OnAttackEndStartAction(); } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { this.OnAttackEnd(); base.UpdateTouch(); } }; base.mActionList[a.name].AddAction(delegate2); }
public void DoAction(List <Transform> list, List <Transform> shadowlist, GameObject sieve, Action callback) { base.ActionClear(); ActionBasic.ActionShowMaskUI action = new ActionBasic.ActionShowMaskUI { show = true }; base.AddAction(action); ActionShowSieve sieve2 = new ActionShowSieve { sieve = sieve, show = true }; base.AddAction(sieve2); ActionBasic.ActionWaitIgnoreTime time = new ActionBasic.ActionWaitIgnoreTime { waitTime = 0.5f }; base.AddAction(time); ActionUp up = new ActionUp { list = list }; base.AddAction(up); time = new ActionBasic.ActionWaitIgnoreTime { waitTime = 0.5f }; base.AddAction(time); ActionDown down = new ActionDown { list = list }; base.AddAction(down); sieve2 = new ActionShowSieve { sieve = sieve, show = false }; base.AddAction(sieve2); ActionRandomSieve sieve3 = new ActionRandomSieve { list = list, shadowlist = shadowlist, sieve = sieve.transform }; base.AddAction(sieve3); sieve2 = new ActionShowSieve { sieve = sieve, show = true }; base.AddAction(sieve2); action = new ActionBasic.ActionShowMaskUI { show = false }; base.AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = callback }; base.AddAction(delegate2); }
private void OnAttack1009() { base.m_Entity.WeaponHandShow(false); ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = 0.5f }; base.action.AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = () => base.m_Entity.WeaponHandShow(true) }; base.action.AddAction(delegate2); }
public void OnClickOne(Transform transform, Transform sieve, Action <bool> callback) { base.ActionClear(); ActionUp action = new ActionUp(); List <Transform> list = new List <Transform> { transform }; action.list = list; base.AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { actionbool = callback, resultbool = transform.localPosition.x == sieve.localPosition.x }; base.AddAction(delegate2); }
protected override void Event_SkillI(AnimationCtrlBase.AniClass a) { if (base.ani[a.value] != null) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { if (!a.revert) { base.ani[a.value].time = 0f; } else { base.ani[a.value].time = base.ani[a.value].clip.length; } base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = delegate { if (base.mAniStringList["SkillEnd"].value != "SkillEnd") { if (base.m_Entity.OnSkillActionEnd != null) { base.m_Entity.OnSkillActionEnd(); } base.m_Entity.m_AniCtrl.SendEvent("SkillEnd", true); } else { base.UpdateTouch(); if (base.m_Entity.OnSkillActionEnd != null) { base.m_Entity.OnSkillActionEnd(); } } } }; base.mActionList[a.name].AddAction(delegate2); } }
protected virtual void OnAttack(params object[] args) { this.CreateBullets(); if (this.m_Entity.m_EntityData.attribute.Bullet_Continue.Value > 1L) { for (int i = 0; i < (this.m_Entity.m_EntityData.attribute.Bullet_Continue.Value - 1L); i++) { ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = 0.1f }; this.action.AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = () => this.CreateBullets() }; this.action.AddAction(delegate2); } } }
protected override void Event_CallI(AnimationCtrlBase.AniClass a) { base.UpdateAnimationSpeed(a.name); float num = 1f; if (base.ani != null) { base.ani.Play(a.value); num = base.ani[a.value].length / a.Speed; } ActionBasic.ActionWait action = new ActionBasic.ActionWait { waitTime = num }; base.mActionList[a.name].AddAction(action); ActionBasic.ActionDelegate delegate2 = new ActionBasic.ActionDelegate { action = () => base.UpdateTouch() }; base.mActionList[a.name].AddAction(delegate2); }
protected override void OnAttack(object[] args) { int num = 5; for (int i = 0; i < num; i++) { ActionBasic.ActionDelegate action = new ActionBasic.ActionDelegate { action = delegate { GameLogic.Hold.Sound.PlayBulletCreate(0x1e903c, base.m_Entity.position); for (int j = 0; j < 8; j++) { base.CreateBulletOverride(Vector3.zero, (j * 45f) + GameLogic.Random((float)-30f, (float)30f)); } } }; base.action.AddAction(action); ActionBasic.ActionWait wait = new ActionBasic.ActionWait { waitTime = 0.15f }; base.action.AddAction(wait); } }