Stop() публичный Метод

public Stop ( ) : void
Результат void
Пример #1
0
    public void SetArmyAssault()
    {
        head.Stop();
        body.Stop();
        horse.Stop();

        head.SetFrame("Misc", 1);
        body.SetFrame("Misc", 1);
        horse.SetFrame("Idle", 0);

        armyAssaultFlag = true;
    }
Пример #2
0
        public override void OnEnter()
        {
            // Get the target of the animation
            TargetGameObject = Fsm.GetOwnerDefaultTarget(gameObject);

            // If there is no target
            if (TargetGameObject == null && AnimationName != null)
            {
                Finish();
                return;
            }
            exanimation = TargetGameObject.GetComponent<exSpriteAnimation>();
            exsprite = TargetGameObject.GetComponent<exSprite>();
            exsprite.trimTexture = trimTexture.Value;
            exsprite.useTextureOffset = useTextureOffset.Value;
            if (color.Value != Color.white)
            {
                exsprite.color = color.Value;
            }else
            {
                exsprite.color = exsprite.color;
            }
            exsprite.enabled = true;
            exanimation.Stop();
            exanimation.Play(AnimationName.Value);
        }
Пример #3
0
    public void InitArmyInfo(ArmyInfo ai)
    {
        armyInfo          = ai;
        armyInfo.armyCtrl = GetComponent <ArmyController>();

        SetArmyKingFlag();

        if (armyInfo.cityTo != -1)
        {
            if (pathfinding == null)
            {
                pathfinding = GameObject.FindWithTag("Pathfinding").GetComponent <MyPathfinding>();
            }
            SetRoute(pathfinding.GetRoute(armyInfo.pos, armyInfo.cityTo));
        }

        state    = (ArmyState)armyInfo.state;
        timeTick = armyInfo.timeTick;

        if (state == ArmyState.Garrison)
        {
            exSprite          moveSprite = GetComponent <exSprite>();
            exSpriteAnimation moveAnim   = GetComponent <exSpriteAnimation>();
            moveAnim.Stop();

            int frame = armyInfo.direction;
            if (frame == -1)
            {
                frame = 0;
            }
            moveAnim.SetFrame("ArmyGarrison", frame);

            Vector3 pos = flagPos[3 + frame];
            if (!armyInfo.isFlipped)
            {
                pos.x = -pos.x;
            }
            else
            {
                isHFlipped = true;
                moveSprite.HFlip();

                exSprite    flagSprite = flagCtrl.GetComponent <exSprite>();
                BoxCollider flagCol    = flagCtrl.GetComponent <BoxCollider>();
                flagSprite.HFlip();
                flagCol.center = new Vector3(-flagCol.center.x, flagCol.center.y, flagCol.center.z);
            }

            flagCtrl.localPosition = pos;
        }
        else
        {
            CalcDirection();
        }
    }
Пример #4
0
    public void SetArmyGarrison()
    {
        state = ArmyState.Garrison;

        if (animName != "")
        {
            exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>();
            moveAnim.Stop();

            int frame = -1;

            if (animName == animNames[0] || animName == animNames[3] || animName == animNames[6])
            {
                frame = 0;
            }
            else if (animName == animNames[1] || animName == animNames[4] || animName == animNames[7])
            {
                frame = 1;
            }
            else if (animName == animNames[2] || animName == animNames[5] || animName == animNames[8])
            {
                frame = 2;
            }

            moveAnim.SetFrame("ArmyGarrison", frame);

            Vector3 pos = flagPos[3 + frame];

            if (!isHFlipped)
            {
                pos.x = -pos.x;
            }
            flagCtrl.localPosition = pos;

            animName = "";
        }
    }
Пример #5
0
    public bool OnDamage(int t, WarSceneController.Direction dir)
    {
        if (state == State.Dead)
        {
            return(false);
        }

        bool flag  = true;
        int  block = 50;

        switch (t)
        {
        case -1:
            block = 0;
            break;

        case 1000:
            block = 50;
            break;

        case 0:
            if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 20;
            }
            else if (soliderType == 1 || soliderType == 2 || soliderType == 8)
            {
                block = 70;
            }
            break;

        case 1:
            if (soliderType == 0 || soliderType == 6 || soliderType == 10)
            {
                block = 30;
            }
            else if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 70;
            }
            break;

        case 2:
            if (soliderType == 0 || soliderType == 7 || soliderType == 10)
            {
                block = 30;
            }
            else if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 70;
            }
            break;

        case 3:
        case 4:
        case 5:
            if (soliderType == 1 || soliderType == 2 || soliderType == 6 || soliderType == 8 || soliderType == 10)
            {
                block = 30;
            }
            else if (soliderType == 0 || soliderType == 7 || soliderType == 9)
            {
                block = 80;
            }
            break;

        case 6:
            if (soliderType == 2 || soliderType == 8 || soliderType == 10)
            {
                block = 30;
            }
            else if (soliderType == 1 || soliderType == 3 || soliderType == 9)
            {
                block = 70;
            }
            break;

        case 7:
            if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 25;
            }
            else if (soliderType == 1 || soliderType == 2 || soliderType == 8)
            {
                block = 65;
            }
            break;

        case 8:
            if (soliderType == 0 || soliderType == 7 || soliderType == 10)
            {
                block = 25;
            }
            else if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 65;
            }
            break;

        case 9:
            if (soliderType == 3 || soliderType == 4 || soliderType == 5)
            {
                block = 25;
            }
            else if (soliderType == 1 || soliderType == 2 || soliderType == 8)
            {
                block = 65;
            }
            break;

        case 10:
            block = 60;
            break;
        }

        int rand = Random.Range(0, 100);

        if (block > rand)
        {
            flag = false;
        }

        if (!flag)
        {
            if (!isFighting)
            {
                isParrying = true;
                timeTick   = 0;

                anim.Stop();
                anim.SetFrame("Parry", 0);
            }
            return(false);
        }

        if (isKnight)
        {
            if (t != -1 && life > 1)
            {
                life--;
                return(false);
            }
        }

        SoundController.Instance.PlaySound3D("00036", transform.position);

        state    = State.Dead;
        timeTick = 0;
        anim.Stop();
        anim.SetFrame("Dead", 0);

        if ((dir == WarSceneController.Direction.Left && transform.localScale.x > 0) ||
            (dir == WarSceneController.Direction.Right && transform.localScale.x < 0))
        {
            transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
        }

        if (isKnight && soliderType != 6)
        {
            Transform horse = transform.GetChild(0);
            horse.gameObject.SetActive(true);
            horse.parent = transform.parent;
            horse.GetComponent <SolidersHorse>().SetHorseRun();

            warCtrl.AddSoliderHorse(horse.GetComponent <SolidersHorse>());
        }

        Vector3 pos = transform.localPosition;

        pos += deadBodyOffset;
        transform.localPosition = pos;

        warCtrl.RemoveSolider(index);
        Destroy(mapPoint.gameObject);

        return(true);
    }