Пример #1
0
    public override void Reset()
    {
        Action.SetSuccess();
        Action = null;

        base.Reset();
    }
Пример #2
0
    protected override void Initialize(AgentAction action)
    {
        base.Initialize(action);

        Action = action as AgentActionUse;

        //  Debug.Log(Time.timeSinceLevelLoad + " Action.InterObj.UseTime " + Action.InterObj.UseTime);

        if (Action.InterObj.GetEntryTransform())
        {
            StartPosition = Transform.position;
            StartRotation = Transform.rotation;

            FinalRotation.SetLookRotation(Action.InterObj.GetEntryTransform().forward);
            FinalPosition = Action.InterObj.GetEntryTransform().position;

            CurrentMoveTime = 0;
            MoveTime        = 0.2f;

            PositionOK = false;
        }
        else
        {
            PositionOK = true;
        }

        State = E_State.E_PREPARING_FOR_USE;
    }
Пример #3
0
    public override void OnDeactivate()
    {
        Owner.BlackBoard.ReactOnHits = true;
        Owner.BlackBoard.BusyAction  = false;

        Action.SetSuccess();
        Action = null;
        base.OnDeactivate();
    }
Пример #4
0
    public override void Activate()
    {
        base.Activate();

        Action          = AgentActionFactory.Create(AgentActionFactory.E_Type.Use) as AgentActionUse;
        Action.InterObj = Owner.BlackBoard.Desires.InteractionObject;

        Owner.BlackBoard.InteractionObject         = Owner.BlackBoard.Desires.InteractionObject;
        Owner.BlackBoard.Desires.InteractionObject = null;

        Owner.BlackBoard.ActionAdd(Action);
        Owner.BlackBoard.Desires.WeaponTriggerOn         = false;
        Owner.BlackBoard.Desires.WeaponTriggerUp         = false;
        Owner.BlackBoard.Desires.WeaponTriggerUpDisabled = true;
        Owner.BlackBoard.Desires.MeleeTriggerOn          = false;
    }
Пример #5
0
    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);
    }