private int CalculateMoveSpeed() { int movespeed; movespeed = playerInfo.GetAbility((int)AbilityName.MoveSpeed).CurValue; return(movespeed); }
public void UpdateRoleInfo(TP_Info info) { int curValue = 0; float maxValue = 0; for (int cnt = 0; cnt < roomUIInfo.Count; cnt++) { curValue = info.GetAbility(cnt).CurValue; roomUIInfoValue[cnt].text = curValue.ToString(); if (cnt == 0) { maxValue = 200; } else if (cnt == 1) { maxValue = 20; curValue -= 75; } else if (cnt == 2) { maxValue = 15; } else if (cnt == 3) { maxValue = 30; curValue -= 100; } else if (cnt == 4) { maxValue = 100; } else if (cnt == 5) { maxValue = 100; curValue -= 100; } else if (cnt == 6) { maxValue = 100; } roomUIInfo[cnt].value = (curValue / maxValue); } }
// Update is called once per frame void Update() { CheckCanMove(); CheckSkillState(); TP_Animator.CharacterState lastState = playerAnimator.State; playerHealth = playerInfo.GetVital((int)VitalName.Health); aiRig.AI.WorkingMemory.SetItem("DyingHealth", (int)(playerHealth.MaxValue * 0.1f)); aiRig.AI.WorkingMemory.SetItem("health", playerHealth.CurValue); if (playerInfo.Level != _level) { aiRig.AI.WorkingMemory.SetItem("level", playerInfo.Level); } if (_speed != playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue) { _speed = playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue; aiRig.AI.WorkingMemory.SetItem("forwardSpeed", _speed); } rayCastTest(); _state = aiRig.AI.WorkingMemory.GetItem <string>("state"); _attack = aiRig.AI.WorkingMemory.GetItem <string>("attackWay"); if (_canShopping != playerInfo.CanShopping) { _canShopping = playerInfo.CanShopping; aiRig.AI.WorkingMemory.SetItem("canShopping", _canShopping); } if (_atHome != aiRig.AI.WorkingMemory.GetItem <bool>("atHome")) { aiRig.AI.WorkingMemory.SetItem("atHome", _atHome); } if (_atEnemyHome != aiRig.AI.WorkingMemory.GetItem <bool>("atEnemy")) { aiRig.AI.WorkingMemory.SetItem("atEnemy", _atEnemyHome); } if (_state == "runningForward") { if (lastState != TP_Animator.CharacterState.KnockingDown && lastState != TP_Animator.CharacterState.StandingUp && playerAnimator.CanMove()) { if (playerAnimator.MoveDirection != TP_Animator.Direction.Forward) { playerAnimator.MoveDirection = TP_Animator.Direction.Forward; playerAnimator.State = TP_Animator.CharacterState.Running; } } } if (_state == "runningBack") { if (lastState != TP_Animator.CharacterState.KnockingDown && lastState != TP_Animator.CharacterState.StandingUp && playerAnimator.CanMove()) { playerAnimator.MoveDirection = TP_Animator.Direction.Backward; playerAnimator.State = TP_Animator.CharacterState.Running; } } if (_state == "StoreEnergy") { if (!aiRig.AI.WorkingMemory.ItemExists("storeEnergyTimer")) { aiRig.AI.WorkingMemory.SetItem("storeEnergyTimer", 0); } float SETimer = aiRig.AI.WorkingMemory.GetItem <float>("storeEnergyTimer"); if (SETimer < 5) { SETimer += Time.deltaTime; aiRig.AI.WorkingMemory.SetItem("storeEnergyTimer", SETimer); playerController.EnergyStoreInput(0); } else { _state = "Idle"; aiRig.AI.WorkingMemory.SetItem("Task", 0); aiRig.AI.WorkingMemory.RemoveItem("storeEnergyTimer"); playerAnimator.EnergyStoreInput(1); } } if (_state != playerAnimator.State.ToString()) { if (_state == "Dead") { playerAnimator.Die(); } if (lastState == TP_Animator.CharacterState.KnockingDown && !playerAnimator.LockAnimating) { playerAnimator.StandUp(); } if (lastState != TP_Animator.CharacterState.KnockingDown && lastState != TP_Animator.CharacterState.StandingUp && lastState != TP_Animator.CharacterState.EnergyStoring && playerAnimator.Mode != TP_Animator.CharacterMode.Skilling) { switch (_state) { case "Idle": playerAnimator.MoveDirection = TP_Animator.Direction.Stationary; playerAnimator.State = TP_Animator.CharacterState.Idle; break; } } } if (_attack == "MagicAttack") { if (!playerAnimator.LockAttacking && !playerAnimator.LockAnimating) { if (lastState != TP_Animator.CharacterState.KnockingDown && lastState != TP_Animator.CharacterState.StandingUp && lastState != TP_Animator.CharacterState.EnergyStoring) { playerAnimator.LockAttacking = true; playerController.MagicAttackInput(0); } } } }
// Use this for initialization void Start() { myTransform = transform; rayDistance = 0.6f; backRayObj = false; rightRayObj = false; leftRayObj = false; wildHarnesses = GameObject.Find("GameScript").GetComponent <Game_Manager>().WildHarnesses; playerController = GetComponent <TP_Controller>(); playerAnimator = GetComponent <TP_Animator>(); playerInfo = GetComponent <TP_Info>(); playerHealth = playerInfo.GetVital((int)VitalName.Health); PhotonView playerView = GetComponent <PhotonView>(); if (playerView.isMine) { _owner = true; } else { _owner = false; } aiRig.AI.WorkingMemory.SetItem("owner", _owner); aiRig.AI.WorkingMemory.SetItem("changePosTimer", 0); aiRig.AI.WorkingMemory.SetItem("DyingHealth", (int)(playerHealth.MaxValue * 0.1f)); aiRig.AI.WorkingMemory.SetItem("wild", _wild); aiRig.AI.WorkingMemory.SetItem("T", 0); aiRig.AI.WorkingMemory.SetItem("isChangingPos", false); _task = 0; _level = 1; _speed = playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue; _canShopping = true; _needShopping = true; _atHome = false; _atEnemyHome = false; _hasEnemy = false; _canChangeState = true; _canUseSkill = true; aiRig.AI.WorkingMemory.SetItem("canUseSkill", _canUseSkill); aiRig.AI.WorkingMemory.SetItem("hasEnemy", _hasEnemy); aiRig.AI.WorkingMemory.SetItem("canShopping", _canShopping); aiRig.AI.WorkingMemory.SetItem("needShopping", _needShopping); aiRig.AI.WorkingMemory.SetItem("forwardSpeed", _speed); aiRig.AI.WorkingMemory.SetItem("canUseLS", true); aiRig.AI.WorkingMemory.SetItem("SkillTimer", 0); aiRig.AI.WorkingMemory.SetItem("LSTimer", 0); aiRig.AI.WorkingMemory.SetItem("atHome", _atHome); aiRig.AI.WorkingMemory.SetItem("atEnemy", _atEnemyHome); aiRig.AI.WorkingMemory.SetItem("ready", false); aiRig.AI.WorkingMemory.SetItem("TaskNum", _task); aiRig.AI.WorkingMemory.SetItem("attackTar", AttackTarget); _state = playerAnimator.State.ToString(); _attack = ""; aiRig.AI.WorkingMemory.SetItem("state", _state); aiRig.AI.WorkingMemory.SetItem("attackWay", _attack); _wPNdiecrtion = Vector3.zero; aiRig.AI.WorkingMemory.SetItem("WPNdiecrtion", _wPNdiecrtion); //_state = TP_Animator.CharacterState.None; isResetWild = false; aiRig.AI.WorkingMemory.SetItem("reset", isResetWild); skillState = new bool[5]; }
// Use this for initialization void Start() { myTransform.GetComponent <NJGMapItem>().type = 8; if (type == MonsterType.monsterBoss) { myTransform.parent.GetComponent <WildTrigger>().MonsterBoss = myTransform; Land = myTransform.parent.gameObject; MonsterScript[] MS = myTransform.parent.GetComponentsInChildren <MonsterScript>(); foreach (MonsterScript ms in MS) { if (ms.type == MonsterType.monster) { minions.Add(ms); ms.BossScript = this; } } Reset(); } else if (type == MonsterType.monster) { int status = -(InRoom_Menu.SP.GetPlayerFromID(myTransform.GetComponent <PhotonView>().viewID).properties.Ai) % 3; if (status == 2) { Land = myTransform.parent.FindChild("Anchor1").gameObject; } else if (status == 0) { Land = myTransform.parent.FindChild("Anchor2").gameObject; } } aiRig.AI.WorkingMemory.SetItem("Land", Land); aiRig.AI.WorkingMemory.SetItem("faceTarget", myTransform.parent.GetComponent <WildTrigger>().FaceTarget); PhotonView playerView = GetComponent <PhotonView>(); if (playerView.isMine) { _owner = true; } else { _owner = false; } aiRig.AI.WorkingMemory.SetItem("owner", _owner); _speed = playerInfo.GetAbility((int)(AbilityName.MoveSpeed)).CurValue; aiRig.AI.WorkingMemory.SetItem("forwardSpeed", _speed); aiRig.AI.WorkingMemory.SetItem("isLocked", islocked); _state = playerAnimator.State.ToString(); aiRig.AI.WorkingMemory.SetItem("state", _state); aiRig.AI.WorkingMemory.SetItem("canAttack", _attack); inLand = true; aiRig.AI.WorkingMemory.SetItem("inLand", inLand); playerInfo.MeleeAttackDistance = 6; playerInfo.MeleeAttackAngle = 0.83f; aiRig.AI.WorkingMemory.SetItem("recover", Recover); }