public override void UpdateSkillInput(CEnum.EAnimation skill) { base.UpdateSkillInput(skill); this.m_EventComponent.InvokeEventListener("SkillInput", (int)skill); this.SetCurrentSkill(skill); if (this.GetOtherInteractive() == false || (this.GetTargetInteract() != null && this.GetTargetInteract().GetActive() == true)) { return; } RaycastHit hitInfo; if (Physics.Raycast(this.GetPosition(), m_Transform.forward, out hitInfo, this.GetSeekRadius(), m_ObjPlayerMask)) { var objCtrl = hitInfo.collider.GetComponent <CObjectController> (); if (objCtrl != null && objCtrl != this && Array.IndexOf(m_Data.attackableObjectTypes, (int)objCtrl.GetObjectType()) != -1) { var direction = objCtrl.GetPosition() - this.GetPosition(); var frontPosition = objCtrl.GetPosition() - direction.normalized * (objCtrl.GetSize() + this.GetAttackRange() - this.GetSize()); this.SetMovePosition(frontPosition); this.SetTargetInteract(objCtrl); this.SetCurrentSkill(skill); } } }
public override void UpdateSkillInput(CEnum.EAnimation skill) { if (this.GetUnderControl() == false) { return; } base.UpdateSkillInput(skill); }
public virtual void SetAction(CEnum.EAnimation value) { m_CurrentAction = value; switch (value) { case CEnum.EAnimation.Death: case CEnum.EAnimation.Move: m_CurrentAction = CEnum.EAnimation.Idle; break; } }
public override void SetCurrentSkill(CEnum.EAnimation value) { base.SetCurrentSkill(value); switch (value) { case CEnum.EAnimation.Idle: case CEnum.EAnimation.Attack_1: case CEnum.EAnimation.Attack_2: case CEnum.EAnimation.Attack_3: case CEnum.EAnimation.Attack_4: case CEnum.EAnimation.Attack_5: case CEnum.EAnimation.Attack_6: case CEnum.EAnimation.Attack_7: case CEnum.EAnimation.Attack_8: case CEnum.EAnimation.Attack_9: case CEnum.EAnimation.Attack_10: m_CurrentSkill = value; break; default: m_CurrentSkill = CEnum.EAnimation.Idle; break; } }
public virtual void SetAnimation(CEnum.EAnimation value) { m_CurrentAnimation = value; m_AnimatorController.SetInteger("AnimParam", (int)value); }
public virtual void SetCurrentSkill(CEnum.EAnimation value) { }
public virtual void UpdateSkillInput(CEnum.EAnimation skill) { }
public virtual void SetAnimation(CEnum.EAnimation value) { }
public override void SetAnimation(CEnum.EAnimation anim) { // TODO }
public override void SetAnimation(CEnum.EAnimation anim) { base.SetAnimation(anim); m_AnimatorController.SetInteger("AnimParam", (int)anim); }