Exemplo n.º 1
0
	public void PlayElements( eActionStep _step, Vector3 _pos, Transform _targetTrn, float _animSpeed)
	{
		m_ElementProcessor.PlayElement( _step, _pos, _targetTrn, _animSpeed);
	}
Exemplo n.º 2
0
	public void PlayElements( eActionStep _step, Vector3 _pos, Transform _targetTrn)
	{
		m_ElementProcessor.PlayElement( _step, _pos, _targetTrn);
	}
Exemplo n.º 3
0
	public void PlayElements( eActionStep _step)
	{
		m_ElementProcessor.PlayElement( _step, Vector3.zero, null);
	}
Exemplo n.º 4
0
	void DecideBlendingStep()
	{
		if(m_FinishAnimation != null)
			m_AniBlendStep = eActionStep.Finish;
		else if(m_HitAnimation != null)
			m_AniBlendStep = eActionStep.Hit;
		else if(m_ReadyAnimation != null)
			m_AniBlendStep = eActionStep.Ready;
	}
Exemplo n.º 5
0
	public void PlayElements( eActionStep _step, float _animSpeed)
	{
		m_ElementProcessor.PlayElement( _step, Vector3.zero, null, _animSpeed);
	}
Exemplo n.º 6
0
	public bool GetCancelEnable(eActionStep _step, float _elapsedTime)
	{
		List<Tbl_Action_Cancel> list = null;
		bool ret = true;
		
		switch(_step)
		{
		case eActionStep.Ready:
			list = m_ReadyAnimation.listCancel;
			break;
		case eActionStep.Hit:
			list = m_HitAnimation.listCancel;
			break;
		case eActionStep.Finish:
			list = m_FinishAnimation.listCancel;
			break;
		default:
			Debug.LogError("Tbl_Action_Recrod::GetCancelEnable: invalid action step[" + _step + "]");
			return false;
		}
		
		foreach(Tbl_Action_Cancel cancel in list)
		{
			if(cancel.StartTime < _elapsedTime && _elapsedTime < cancel.EndTime)
			{
				ret = false;
				break;
			}
		}
		
		return ret;
	}
Exemplo n.º 7
0
 private void setCurrentStep(eActionStep step)
 {
     _currentStep = step;
     GameEvent.EM().InvokeEvent(GameEvent.EVENT.ACTION_STEP, (int)_currentStep);
 }
Exemplo n.º 8
0
	public void PlayElement(eActionStep _element, Vector3 _pos, Transform _targetTrn)
	{
		PlayElement(_element, _pos, _targetTrn, 1);
	}
Exemplo n.º 9
0
	public void PlayElement(eActionStep _element)
	{
		PlayElement(_element, Vector3.zero, null);
	}
Exemplo n.º 10
0
	public void PlayElement(eActionStep _element, Vector3 _pos, Transform _targetTrn, float _animSpeed)
	{
		if( CheckPermission_NonAction() == false)
		{
			Debug.LogWarning("ElementProcessor::PlayElement: There is no [" + _element + "] action. check action initializing");
			return;
		}
		
		if(((_element == eActionStep.Ready || _element == eActionStep.Entire) && m_Action.ReadyAnimation == null) ||
				(_element == eActionStep.Hit && m_Action.HitAnimation == null) ||
				(_element == eActionStep.Finish && m_Action.FinishAnimation == null))
		{
			if(m_Owner.CheckModelLoadingState() != eModelLoadingState.Finished)
			{
				Debug.LogWarning("ElementProcessor::PlayElement: Loading ModelObject is not finished. state = " + m_Owner.CheckModelLoadingState());
				return;
			}
			
			Debug.LogWarning("ElementProcessor::PlayElement: There is no [" + _element + "] action. check action initializing");
				
			Debug.LogWarning("ElementProcessor::PlayElement: m_Action.Index == " + m_Action.Index);
			Debug.LogWarning("ElementProcessor::PlayElement: m_Action.ActionName == " + m_Action.ActionName);
			Debug.LogWarning("ElementProcessor::PlayElement: m_Action.ReadyAnimation == " + m_Action.ReadyAnimation);
			Debug.LogWarning("ElementProcessor::PlayElement: m_Action.HitAnimation == " + m_Action.HitAnimation);
			Debug.LogWarning("ElementProcessor::PlayElement: m_Action.FinishAnimation == " + m_Action.FinishAnimation);
			Debug.LogWarning("ElementProcessor::PlayElement: _pos = " + _pos + ", _targetTrn = " + _targetTrn + ", _animSpeed = " + _animSpeed);
			return;
		}
		
//		m_Effect.Release(false);
//		m_Sound.Release();
		
		bool refresh = false;
		if( m_CurStep != _element)
		{
			refresh = true;
			
			m_Effect.Release(false);
			m_Sound.Release();
		}
		
		m_CurStep = _element;
		
		switch(_element)
		{
		case eActionStep.Ready:
		case eActionStep.Entire:
			m_Effect.AddEffect(m_Action.ReadyAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh);
//			m_Sound.AddSound(m_Action.ReadyAnimation.listSound, _animSpeed);
			m_Sound.AddSound(m_Action.ReadyAnimation, _animSpeed);
			break;
		case eActionStep.Hit:
			m_Effect.AddEffect(m_Action.HitAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh);
//			m_Sound.AddSound(m_Action.HitAnimation.listSound, _animSpeed);
			m_Sound.AddSound(m_Action.HitAnimation, _animSpeed);
			break;
		case eActionStep.Finish:
			m_Effect.AddEffect(m_Action.FinishAnimation.listEffect, _pos, _targetTrn, _animSpeed, refresh);
//			m_Sound.AddSound(m_Action.FinishAnimation.listSound, _animSpeed);
			m_Sound.AddSound(m_Action.FinishAnimation, _animSpeed);
			break;
//		case eActionStep.Entire:
//			List<Tbl_Action_Effect> listEffect = new List<Tbl_Action_Effect>();
//			List<Tbl_Action_Sound> listSound = new List<Tbl_Action_Sound>();
//			
//			if(m_Action.ReadyAnimation != null)
//			{
//				listEffect.AddRange(m_Action.ReadyAnimation.listEffect);
//				listSound.AddRange(m_Action.ReadyAnimation.listSound);
//			}
//			if(m_Action.HitAnimation != null)
//			{
//				listEffect.AddRange(m_Action.HitAnimation.listEffect);
//				listSound.AddRange(m_Action.HitAnimation.listSound);
//			}
//			if(m_Action.FinishAnimation != null)
//			{
//				listEffect.AddRange(m_Action.FinishAnimation.listEffect);
//				listSound.AddRange(m_Action.FinishAnimation.listSound);
//			}
//			
//			m_Effect.AddEffect(listEffect, _pos, _targetTrn, _animSpeed);
//			m_Sound.AddSound(listSound, _animSpeed);
//			break;
		}
	}