Пример #1
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.KillTarget, true);
     WorldPreconditions.SetWSProperty(E_PropKey.WeaponLoaded, true);
     Cost       = 5;
     Precedence = 30;
 }
Пример #2
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.E_TELEPORT, false);
     Cost          = 1;
     Interruptible = false;
     Precedence    = 90;
 }
Пример #3
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
     Cost          = 1;
     Interruptible = false;
     Precedence    = 90;
 }
Пример #4
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.UseGadget, false);
        Interruptible = false;

        Cost = 2;
    }
Пример #5
0
 public override void InitAction()
 {
     WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
     WorldEffects.SetWSProperty(E_PropKey.E_IN_COMBAT_RANGE, true);
     WorldEffects.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true);
     Cost = 3;
 }
Пример #6
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true);

        Cost       = 2;
        Precedence = 80;
    }
Пример #7
0
 public override void InitAction()
 {
     WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
     //   WorldPreconditions.SetWSProperty(E_PropKey.E_IN_COMBAT_RANGE, true);
     WorldEffects.SetWSProperty(E_PropKey.MoveToLeft, true);
     Cost = 2;
 }
Пример #8
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.KillTarget, true);
        Interruptible = true;

        Cost = 2;
    }
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.CoverState, E_CoverState.None);
     Cost          = 1;
     Precedence    = 10;
     Interruptible = false;
 }
Пример #10
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 public override void InitAction()
 {
     Debug.Log("InitAction");
     WorldEffects.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true);
     Cost       = 5;
     Precedence = 70;
 }
Пример #11
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_IDLING, false);

        Interruptible = false;

        Cost = 1;
    }
Пример #12
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    public override void Activate()
    {
        base.Activate();

        WorldEffects.SetWSProperty(E_PropKey.E_IN_DODGE, true);

        ActionRollTo();
    }
Пример #13
0
    public override void InitAction()
    {
        WorldPreconditions.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true);
        WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
        WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, true);

        Cost = 4;
    }
Пример #14
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    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, false);

        Precedence    = 80;
        Interruptible = false;
        Cost          = 2;
    }
Пример #15
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.None);

        Interruptible = false;

        Cost       = 1;
        Precedence = 100;
    }
Пример #16
0
    public override void InitAction()
    {
        WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
        WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, false);

        Precedence    = 80;
        Interruptible = false;
        Cost          = 1;
    }
Пример #17
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.WeaponLoaded, true);

        Interruptible = false;

        Cost       = 1;
        Precedence = 10;
    }
Пример #18
0
    public override void InitAction()
    {
        WorldPreconditions.SetWSProperty(E_PropKey.AtTargetPos, true);
        //WorldPreconditions.SetWSProperty(E_PropKey.WeaponInHands, false);
        WorldEffects.SetWSProperty(E_PropKey.UseWorldObject, false);

        Interruptible = false;

        Cost = 2;
    }
Пример #19
0
    public override void InitAction()
    {
        WorldPreconditions.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true);
        WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, false);
        WorldEffects.SetWSProperty(E_PropKey.E_USE_WORLD_OBJECT, false);

        Interruptible = false;

        Cost = 2;
    }
Пример #20
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    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.CoverState, E_CoverState.Middle);
        WorldPreconditions.SetWSProperty(E_PropKey.AtTargetPos, true);

        Interruptible = false;

        Cost       = 1;
        Precedence = 60;
    }
Пример #21
0
    public override void InitAction()
    {
        Query           = new Fact(Fact.E_FactType.E_EVENT);
        Query.EventType = E_EventTypes.EnemyLost;

        //  WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
        WorldEffects.SetWSProperty(E_PropKey.E_LOOKING_AT_TARGET, true);
        Cost       = 1;
        Precedence = 95;
    }
Пример #22
0
    public override void InitAction()
    {
        WorldPreconditions.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true);
        WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true);
        WorldPreconditions.SetWSProperty(E_PropKey.E_LOOKING_AT_TARGET, true);
        WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, false);

        Interruptible = false;

        Cost = 2;
    }
Пример #23
0
    public override void InitAction()
    {
        WorldEffects.SetWSProperty(E_PropKey.E_EVENT, E_EventTypes.None);

        Interruptible = false;

        Cost       = 1;
        Precedence = 100;

        Query           = FactsFactory.Create(Fact.E_FactType.E_EVENT);
        Query.EventType = E_EventTypes.Hit;
    }
Пример #24
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    public override void InitAction()
    {
        //WorldEffects.SetWSProperty(E_PropKey.E_IN_DODGE, true);
        WorldEffects.SetWSProperty(E_PropKey.E_IN_BLOCK, true);
        Cost          = 2;
        Interruptible = true;

        Precedence = 100;

        // Query = FactsFactory.Create(Fact.E_FactType.E_EVENT);
        //Query.EventType = E_EventTypes.E_SOMEBODY_IS_ATTACKING_ME;
    }
Пример #25
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 public override void Deactivate()
 {
     //      Owner.BlackBoard.LookType = E_LookType.E_NONE;
     WorldEffects.SetWSProperty(E_PropKey.E_LOOKING_AT_TARGET, true);
     base.Deactivate();
 }
Пример #26
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true);
     Cost       = 5;
     Precedence = 30;
 }
Пример #27
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.AtTargetPos, true);
     Cost       = 5;
     Precedence = 20;
 }
Пример #28
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.PlayAnim, false);
     Cost          = 1;
     Interruptible = true;
 }
Пример #29
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.E_PLAY_ANIM, false);
     Cost          = 1;
     Interruptible = false;
 }
Пример #30
0
 public override void InitAction()
 {
     WorldEffects.SetWSProperty(E_PropKey.InDodge, false);
     Cost       = 5;
     Precedence = 70;
 }