Пример #1
0
 public void AddActionDelegate(Action a)
 {
     ActionBasic.ActionDelegate action = new ActionBasic.ActionDelegate {
         action = a
     };
     this.AddAction(action);
 }
Пример #2
0
 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);
    }
Пример #5
0
    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);
    }
Пример #6
0
 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);
 }
Пример #7
0
    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);
     }
 }
Пример #9
0
 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);
         }
     }
 }
Пример #10
0
    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);
    }
Пример #11
0
    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);
        }
    }