public override void Reset() { Action.SetSuccess(); Action = null; base.Reset(); }
public override void OnDeactivate() { Owner.BlackBoard.MotionType = E_MotionType.None; Owner.BlackBoard.MoveDir = Vector3.zero; Owner.BlackBoard.Speed = 0; Action.SetSuccess(); Action = null; base.OnDeactivate(); }
override public void OnDeactivate() { if (Action != null) { Action.SetSuccess(); } Action = null; base.OnDeactivate(); }
public override void Activate() { base.Activate(); Action = AgentActionFactory.Create(AgentActionFactory.E_Type.Teleport) as AgentActionTeleport; Action.Teleport = Owner.BlackBoard.TeleportDestination; Action.FadeGui = true; Owner.BlackBoard.ActionAdd(Action); Owner.BlackBoard.Stop = true; }
protected override void Initialize(AgentAction action) { base.Initialize(action); Action = action as AgentActionTeleport; Owner.BlackBoard.MotionType = E_MotionType.None; Owner.BlackBoard.MoveDir = Vector3.zero; Owner.BlackBoard.Speed = 0; Owner.StartCoroutine(Teleport()); }
protected override void Initialize(AgentAction action) { base.Initialize(action); Action = action as AgentActionTeleport; Owner.BlackBoard.MotionType = E_MotionType.None; Owner.BlackBoard.MoveDir = Vector3.zero; Owner.BlackBoard.Speed = 0; string s = Owner.AnimSet.GetIdleAnim(Owner.BlackBoard.WeaponSelected, Owner.BlackBoard.WeaponState); CrossFade(s, 0.2f); Owner.StartCoroutine(Teleport()); }
static public AgentAction Create(E_Type type) { int index = (int)type; AgentAction a; if (m_UnusedActions[index].Count > 0) { a = m_UnusedActions[index].Dequeue(); } else { switch (type) { case E_Type.E_IDLE: a = new AgentActionIdle(); break; case E_Type.E_MOVE: a = new AgentActionMove(); break; case E_Type.E_GOTO: a = new AgentActionGoTo(); break; case E_Type.E_COMBAT_MOVE: a = new AgentActioCombatMove(); break; case E_Type.E_ATTACK: a = new AgentActionAttack(); break; case E_Type.E_ATTACK_ROLL: a = new AgentActionAttackRoll(); break; case E_Type.E_ATTACK_WHIRL: a = new AgentActionAttackWhirl(); break; case E_Type.E_INJURY: a = new AgentActionInjury(); break; case E_Type.E_DAMAGE_BLOCKED: a = new AgentActionDamageBlocked(); break; case E_Type.E_BLOCK: a = new AgentActionBlock(); break; case E_Type.E_ROLL: a = new AgentActionRoll(); break; case E_Type.E_INCOMMING_ATTACK: a = new AgentActionIncommingAttack(); break; case E_Type.E_WEAPON_SHOW: a = new AgentActionWeaponShow(); break; case E_Type.Rotate: a = new AgentActionRotate(); break; case E_Type.E_USE_LEVER: a = new AgentActionUseLever(); break; case E_Type.E_PLAY_ANIM: a = new AgentActionPlayAnim(); break; case E_Type.E_PLAY_IDLE_ANIM: a = new AgentActionPlayIdleAnim(); break; case E_Type.E_DEATH: a = new AgentActionDeath(); break; case E_Type.E_KNOCKDOWN: a = new AgentActionKnockdown(); break; case E_Type.Teleport: a = new AgentActionTeleport(); break; default: Debug.LogError("no AgentAction to create"); return(null); } } a.Reset(); a.SetActive(); // DEBUG !!!!!! m_ActionsInAction.Add(a); return(a); }
public static AgentAction Create(E_Type type) { int index = (int)type; AgentAction a; if (m_UnusedActions[index].Count > 0) { a = m_UnusedActions[index].Dequeue(); } else { switch (type) { case E_Type.Idle: a = new AgentActionIdle(); break; case E_Type.Move: a = new AgentActionMove(); break; case E_Type.Sprint: a = new AgentActionSprint(); break; case E_Type.Goto: a = new AgentActionGoTo(); break; case E_Type.Attack: a = new AgentActionAttack(); break; case E_Type.Melee: a = new AgentActionMelee(); break; case E_Type.Injury: a = new AgentActionInjury(); break; case E_Type.Roll: a = new AgentActionRoll(); break; case E_Type.WeaponChange: a = new AgentActionWeaponChange(); break; case E_Type.Rotate: a = new AgentActionRotate(); break; case E_Type.Use: a = new AgentActionUse(); break; case E_Type.PlayAnim: a = new AgentActionPlayAnim(); break; case E_Type.PlayIdleAnim: a = new AgentActionPlayIdleAnim(); break; case E_Type.Death: a = new AgentActionDeath(); break; case E_Type.Knockdown: a = new AgentActionKnockdown(); break; case E_Type.Teleport: a = new AgentActionTeleport(); break; case E_Type.CoverEnter: a = new AgentActionCoverEnter(); break; case E_Type.CoverMove: a = new AgentActionCoverMove(); break; case E_Type.CoverFire: a = new AgentActionCoverFire(); break; case E_Type.CoverFireCancel: a = new AgentActionCoverFireCancel(); break; case E_Type.CoverLeave: a = new AgentActionCoverLeave(); break; case E_Type.Reload: a = new AgentActionReload(); break; case E_Type.UseItem: a = new AgentActionUseItem(); break; case E_Type.ConstructGadget: a = new AgentActionConstructGadget(); break; case E_Type.TeamCommand: a = new AgentActionTeamCommand(); break; default: Debug.LogError("no AgentAction to create"); return(null); } } a.Reset(); a.SetActive(); // DEBUG !!!!!! // m_ActionsInAction.Add(a); return(a); }