示例#1
0
    public override void Perform()
    {
        Animation playerAnim = Parent.RoleObject.GetComponent <Animation>();

        playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].time = 0;
        playerAnim.Play(StateDef.PlayerAnimationClipName.OrdinaryAttack1R);
        //m_duration = playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].length;
        CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].length, base.Perform);
    }
示例#2
0
    public override void Perform()
    {
        Debug.logger.Log("SunYuanSkill2 " + this.Level + " power " + this.SkillData.name);
        Animation playerAnim = Parent.RoleObject.GetComponent <Animation>();

        playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].time = 0;
        playerAnim.Play(StateDef.PlayerAnimationClipName.OrdinaryAttack1R);
        //m_duration = playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].length;
        CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.OrdinaryAttack1R].length, base.Perform);
    }
示例#3
0
    private void InitStates()
    {
        m_stateMachine = new SimpleStateMachine();

        this.m_idleState.onEnter = () =>
        {
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.IdleR].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.IdleR].wrapMode = WrapMode.Loop;
            playerAnim.Play(StateDef.PlayerAnimationClipName.IdleR);
        };

        this.m_bufferState.onEnter = () =>
        {
            m_overlayItemModel.IsBuff = true;
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.ChargeStartR].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.ChargeStartR].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.ChargeStartR);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.ChargeStartR].length, () => { m_stateMachine.State = m_idleState; });
        };

        this.m_debufferState.onEnter = () =>
        {
            m_overlayItemModel.IsDebuff = true;
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.WinR].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.WinR].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.WinR);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.WinR].length, () => { m_stateMachine.State = m_idleState; });
        };

        this.m_bloodState.onEnter = () =>
        {
            m_overlayItemModel.IsBlooding = true;
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.HitBellyR].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.HitBellyR].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.HitBellyR);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.HitBellyR].length, () => { m_stateMachine.State = m_idleState; });
        };

        this.m_normalHitState.onEnter = () =>
        {
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.Hit1R].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.Hit1R].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.Hit1R);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.Hit1R].length, () => { m_stateMachine.State = m_idleState; });
        };

        this.m_posionState.onEnter = () =>
        {
            m_overlayItemModel.IsPoison = true;
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.Hit2R].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.Hit2R].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.Hit2R);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.Hit2R].length, () => { m_stateMachine.State = m_idleState; });
        };

        this.m_pressureState.onEnter = () =>
        {
            m_overlayItemModel.Pressure += 1;
            Animation playerAnim = RoleObject.GetComponent <Animation>();
            playerAnim[StateDef.PlayerAnimationClipName.HitHardR].time     = 0;
            playerAnim[StateDef.PlayerAnimationClipName.HitHardR].wrapMode = WrapMode.Once;
            playerAnim.Play(StateDef.PlayerAnimationClipName.HitHardR);
            CoroutineAgent.DelayOperation(playerAnim[StateDef.PlayerAnimationClipName.HitHardR].length, () => { m_stateMachine.State = m_idleState; });
        };
    }