示例#1
0
        private IEnumerator MoveToRoutine(List <Vector3> path, Vector3 endLookAt)
        {
            //IL_0015: Unknown result type (might be due to invalid IL or missing references)
            //IL_0016: Unknown result type (might be due to invalid IL or missing references)
            int movementCellsCount = path.Count;

            if (movementCellsCount <= 1)
            {
                yield break;
            }
            Animator2D animator = m_animator2D;

            AnimatedFightCharacterData.IdleToRunTransitionMode idleToRunTransitionMode = m_characterData.idleToRunTransitionMode;
            Vector3 startCell = path[0];

            if (!m_isRunning && idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.IdleToRun))
            {
                Direction direction = (movementCellsCount >= 2) ? GetDirection(startCell, path[1]) : this.direction;
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(new Vector2(startCell.x, startCell.z), "idle_run", "idle-to-run", loops: false, direction, m_mapRotation);
                if (!transitionAnimationInfo2.animationName.Equals(m_animator2D.get_animationName()))
                {
                    StartAnimation(transitionAnimationInfo2);
                }
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
            m_isRunning = true;
            Vector3 previousCoords = startCell;
            int     num;

            for (int i = 1; i < movementCellsCount; i = num)
            {
                Vector3   coords     = path[i];
                Vector3   direction2 = coords - previousCoords;
                float     magnitude  = direction2.get_magnitude();
                Direction direction3 = GetDirection(direction2);
                CharacterAnimationInfo animationInfo = new CharacterAnimationInfo(new Vector2(coords.x, coords.z), "run", "run", loops: true, direction3, m_mapRotation);
                StartAnimation(animationInfo, null, null, restart: false);
                float cellTraversalDuration = magnitude * 5f * (1f / m_speedFactor) / (float)animator.get_frameRate();
                float animationTime         = 0f;
                do
                {
                    Vector3 val = Vector3.Lerp(previousCoords, coords, animationTime / cellTraversalDuration);
                    this.get_transform().set_position(val + Vector3.get_up() * m_heightOffest);
                    yield return(null);

                    animationTime += Time.get_deltaTime();
                }while (animationTime < cellTraversalDuration);
                this.get_transform().set_position(coords + Vector3.get_up() * m_heightOffest);
                previousCoords = coords;
                num            = i + 1;
            }
            m_isRunning = false;
            if (idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.RunToIdle))
            {
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(new Vector2(previousCoords.x, previousCoords.z), "run_idle", "run-to-idle", loops: false, this.direction, m_mapRotation);
                StartAnimation(transitionAnimationInfo2);
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
            if (endLookAt != Vector3.get_zero())
            {
                m_direction = GetDirection(endLookAt);
            }
            PlayIdleAnimation();
            m_movementCoroutine = null;
        }
示例#2
0
        protected unsafe IEnumerator MoveToRoutine(Vector2Int[] movementCells)
        {
            int movementCellsCount = movementCells.Length;

            if (movementCellsCount == 0)
            {
                yield break;
            }
            CellObject cellObj   = m_cellObject;
            IMap       parentMap = cellObj.parentMap;
            Animator2D animator  = m_animator2D;

            AnimatedFightCharacterData.IdleToRunTransitionMode idleToRunTransitionMode = m_characterData.idleToRunTransitionMode;
            Vector2Int startCell = movementCells[0];
            Vector2Int endCell   = movementCells[movementCellsCount - 1];

            if (cellObj.coords != startCell)
            {
                Log.Warning($"Was not on the start cell of a new movement sequence: {cellObj.coords} instead of {startCell} ({this.get_gameObject().get_name()}).", 232, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Maps\\Objects\\FightCharacterObject.cs");
                CellObject cellObject = parentMap.GetCellObject(startCell.get_x(), startCell.get_y());
                SetCellObject(cellObject);
            }
            if (idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.IdleToRun))
            {
                Direction direction = (movementCellsCount >= 2) ? startCell.GetDirectionTo(movementCells[1]) : this.direction;
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(Vector2Int.op_Implicit(startCell), "idle_run", "idle-to-run", loops: false, direction, m_mapRotation);
                StartFightAnimation(transitionAnimationInfo2);
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
            Vector2Int val = startCell;
            float      cellTraversalDuration = ((movementCellsCount <= 2) ? 5f : 4f) / (float)animator.get_frameRate();

            foreach (CharacterAnimationInfo item in CharacterFightMovementSequencer.ComputeMovement(movementCells, m_mapRotation))
            {
                Vector2Int cellCoords   = item.position.RoundToInt();
                CellObject movementCell = parentMap.GetCellObject(cellCoords.get_x(), cellCoords.get_y());
                bool       goingUp      = ((IntPtr)(void *)movementCell.get_transform().get_position()).y >= ((IntPtr)(void *)cellObj.get_transform().get_position()).y;
                Vector2    innerPositionStart;
                Vector2    innerPositionEnd;
                if (goingUp)
                {
                    SetCellObject(movementCell);
                    innerPositionStart = Vector2Int.op_Implicit(val - cellCoords);
                    innerPositionEnd   = Vector2.get_zero();
                }
                else
                {
                    innerPositionStart = Vector2.get_zero();
                    innerPositionEnd   = Vector2Int.op_Implicit(cellCoords - val);
                }
                StartFightAnimation(item, null, null, restart: false);
                float animationTime = 0f;
                do
                {
                    Vector2 cellObjectInnerPosition = Vector2.Lerp(innerPositionStart, innerPositionEnd, animationTime / cellTraversalDuration);
                    SetCellObjectInnerPosition(cellObjectInnerPosition);
                    yield return(null);

                    animationTime += Time.get_deltaTime();
                }while (animationTime < cellTraversalDuration);
                SetCellObjectInnerPosition(innerPositionEnd);
                if (!goingUp)
                {
                    SetCellObject(movementCell);
                }
                val     = cellCoords;
                cellObj = movementCell;
                if (cellCoords != endCell && movementCell.TryGetIsoObject(out IObjectWithActivation isoObject))
                {
                    isoObject.PlayDetectionAnimation();
                }
                cellCoords = default(Vector2Int);
            }
            if (idleToRunTransitionMode.HasFlag(AnimatedFightCharacterData.IdleToRunTransitionMode.RunToIdle))
            {
                CharacterAnimationInfo transitionAnimationInfo2 = new CharacterAnimationInfo(Vector2Int.op_Implicit(val), "run_idle", "run-to-idle", loops: false, this.direction, m_mapRotation);
                StartFightAnimation(transitionAnimationInfo2);
                while (!CharacterObjectUtility.HasAnimationEnded(animator, transitionAnimationInfo2))
                {
                    yield return(null);
                }
            }
        }