Exemplo n.º 1
0
        private IEnumerable GetOneLoopResolver(CompoundBehaviourNode node)
        {
            if (node.Randomize)
            {
                _behaviours.Shuffle();
            }

            foreach (var behaviourNodeGuid in _behaviours)
            {
                foreach (var unused in _controller.GetBehaviourNodeResolver(behaviourNodeGuid))
                {
                    yield return(null);
                }
            }
        }
Exemplo n.º 2
0
        public IEnumerable GetResolver(CompoundBehaviourNode node)
        {
            var actor = _controller.GetComponent <BossActor>();

            _behaviours = new List <string>();
            if (node.Randomize)
            {
                _behaviours.AddRange(node.GetChildNodes().Zip(node.GetChildMultiplicators(), Enumerable.Repeat)
                                     .SelectMany(enumerable => enumerable));
            }
            else
            {
                _behaviours.AddRange(node.GetChildNodes());
            }

            BossBehaviour.Log(actor + " starts behaviour " + node.Name, actor);

            do
            {
                foreach (var unused in GetOneLoopResolver(node))
                {
                    if (node.UseHealthEndCondition)
                    {
                        var currentHealth = actor.GetComponent <ActorHealth>().CurrentHitCount;
                        if (!_actorCriticalHurtFlagSet && currentHealth <= node.HealthEndConditionLimit + 1)
                        {
                            _actorCriticalHurtFlagSet = true;
                            actor.SetNextHurtIsCritical();
                        }

                        if (currentHealth <= node.HealthEndConditionLimit)
                        {
                            // wait for actor to go out of next hurt state
                            foreach (var unused1 in _controller.WaitForStateExit <CriticalHurtState>(actor))
                            {
                                yield return(null);
                            }

                            yield break;
                        }
                    }

                    yield return(null);
                }
            } while (node.LoopRepeat);
        }