Пример #1
0
    public void Activate()
    {
        if (m_Tr2Item.ActivateObject != null)
        {
            if (m_CurrentKeyState == Off)
            {
                m_CurrentKeyState = On;
            }
            else
            {
                m_CurrentKeyState = Off;
            }
            m_Animation.Play("" + m_CurrentKeyState);

            if (m_DoorState == null)
            {
                m_DoorState = m_Tr2Item.ActivateObject.GetComponent <DoorStatePlayer>();
            }
            if (m_DoorState != null)
            {
                m_DoorState.Activate();
                DoorOpeningCam.SetTarget(m_DoorState.transform);
            }
        }
    }
Пример #2
0
    public static bool OnAttachingBehaviourToObject(GameObject AI, int ObjectID, GameObject Player, Parser.Tr2Item tr2item)
    {
        bool retval = false;

        //TEST: if(ObjectID == 32 || ObjectID == 15 ) return false;


        if (ObjectID == 15)
        {
            DogStatePlayer dog = AI.AddComponent <DogStatePlayer>();
            dog.m_FollowTransform = Player.transform;
            dog.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 16)
        {
            GoonWithMaskStatePlayer goon = AI.AddComponent <GoonWithMaskStatePlayer>();
            goon.m_FollowTransform = Player.transform;
            goon.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 20)
        {
            BartoliStatePlayer goon = AI.AddComponent <BartoliStatePlayer>();
            goon.m_FollowTransform = Player.transform;
            goon.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }

        else if (ObjectID == 31 || ObjectID == 32)
        {
            GoonWithRoolerStatePlayer goon = AI.AddComponent <GoonWithRoolerStatePlayer>();
            goon.m_FollowTransform = Player.transform;
            goon.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 34 || ObjectID == 48 || ObjectID == 49 || ObjectID == 52)
        {
            GoonWithArmsStatePlayer goon = AI.AddComponent <GoonWithArmsStatePlayer>();
            goon.m_FollowTransform = Player.transform;
            goon.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 38 || ObjectID == 37)
        {
            CrowStatePlayer crow = AI.AddComponent <CrowStatePlayer>();
            crow.m_FollowTransform = Player.transform;
            crow.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 39)
        {
            TigerStatePlayer tiger = AI.AddComponent <TigerStatePlayer>();
            tiger.m_FollowTransform = Player.transform;
            tiger.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 47)
        {
            EgleStatePlayer egle = AI.AddComponent <EgleStatePlayer>();
            egle.m_FollowTransform = Player.transform;
            egle.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 67)
        {
            BoulderStatePlayer boulder = AI.AddComponent <BoulderStatePlayer>();
            boulder.m_FollowTransform = Player.transform;
            boulder.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, !Settings.ForceDisableAllBoulder);
            retval = true;
        }
        else if (ObjectID == 103 || ObjectID == 104 || ObjectID == 93)
        {
            SwitchStatePlayer _switch = AI.AddComponent <SwitchStatePlayer>();
            _switch.m_FollowTransform = Player.transform;
            _switch.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 106 || ObjectID == 110)
        {
            DoorStatePlayer door = AI.AddComponent <DoorStatePlayer>();
            door.m_FollowTransform = Player.transform;
            door.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, !Settings.ForceOpenAllDoors);

            retval = true;
        }
        else if (ObjectID == 107 || ObjectID == 109 || ObjectID == 112 || ObjectID == 114)
        {
            DoorStatePlayer door = AI.AddComponent <DoorStatePlayer>();
            door.m_FollowTransform = Player.transform;
            door.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, !Settings.ForceOpenAllDoors);
            retval = true;
        }
        else if (ObjectID == 108)
        {
            DoorStatePlayer door = AI.AddComponent <DoorStatePlayer>();
            door.m_FollowTransform = Player.transform;
            door.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, !Settings.ForceOpenAllDoors);
            retval = true;
        }
        else if (ObjectID == 214)
        {
            TRexStatePlayer trex = AI.AddComponent <TRexStatePlayer>();
            trex.m_FollowTransform = Player.transform;
            trex.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 260)
        {
            //ButtlerStatePlayer
            ButtlerStatePlayer buttler = AI.AddComponent <ButtlerStatePlayer>();
            buttler.m_FollowTransform = Player.transform;
            buttler.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 28 || ObjectID == 25)
        {
            SharkGoldenStatePlayer shark_golden = AI.AddComponent <SharkGoldenStatePlayer>();
            shark_golden.m_FollowTransform = Player.transform;
            shark_golden.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }
        else if (ObjectID == 21 || ObjectID == 36)
        {
            RatStatePlayer rat = AI.AddComponent <RatStatePlayer>();
            rat.m_FollowTransform = Player.transform;
            rat.m_Tr2Item         = tr2item;
            AICondition.SetActive(AI, true);
            retval = true;
        }


        return(retval);         // if false default behabiour will be used
    }