/*
         * public float MovePositionAngle{ get{ return Creature.Move.MovePositionAngle; } }
         * public float MoveForwardVelocity{ get{ return Creature.Move.MoveVelocity.z; } }
         * public float MoveAngularVelocity{
         *      get{ return Creature.Move.CurrentAngularVelocity.y; }// BehaviourAngularVelocity * PositionTools.AngleDirectionExt( transform.forward, Vector3.up, Creature.Move.MovePositionDelta ); }
         * }
         *
         * public float MovePositionDeltaForward{
         *      get{ return Creature.Move.MovePositionDelta.z; }
         * }
         *
         * public float MoveRotationDeltaVertical{ get{ return Creature.Move.MoveRotationDelta.y; } }
         * public float MoveAltitude{ get{ return Creature.Move.Altitude; } }
         * public float MoveAbsoluteAltitude{ get{ return Creature.Move.AbsoluteAltitude; } }
         * public float MoveFallSpeed{ get{ return Creature.Move.FallVelocityMax; } }
         *
         * public float BehaviourForwardVelocity{
         *      get{
         *              if( Creature.Behaviour.ActiveBehaviourMode != null && Creature.Behaviour.ActiveBehaviourMode.Rule != null )
         *                      return Creature.Behaviour.ActiveBehaviourMode.Rule.Move.Velocity.Velocity.z;
         *              else
         *                      return 0;
         *      }
         * }
         *
         * public float BehaviourAngularVelocity{
         *      get{
         *              if( Creature.Behaviour.ActiveBehaviourMode != null && Creature.Behaviour.ActiveBehaviourMode.Rule != null )
         *                      return Creature.Behaviour.ActiveBehaviourMode.Rule.Move.Velocity.Angular.y;
         *              else
         *                      return 0;
         *      }
         * }*/

        public override bool GetDynamicBooleanValue(DynamicBooleanValueType _type)
        {
            switch (_type)
            {
            case DynamicBooleanValueType.IsGrounded:
                return(Creature.Move.IsGrounded);

            case DynamicBooleanValueType.Deadlocked:
                return(Creature.Move.Deadlock.Deadlocked);

            case DynamicBooleanValueType.MovePositionReached:
                return(Creature.Move.MovePositionReached);

            case DynamicBooleanValueType.TargetMovePositionReached:
                return(Creature.Move.TargetMovePositionReached);

            case DynamicBooleanValueType.MovePositionUpdateRequired:
                return(Creature.Move.MovePositionUpdateRequired);

            case DynamicBooleanValueType.IsJumping:
                return(Creature.Move.IsJumping);

            case DynamicBooleanValueType.IsSliding:
                return(Creature.Move.IsCrossBelowRequired);

            case DynamicBooleanValueType.IsVaulting:
                return(Creature.Move.IsCrossOverRequired);
            }

            return(false);
        }
示例#2
0
        public virtual bool GetDynamicBooleanValue(DynamicBooleanValueType _type)
        {
            /*
             * switch( _type )
             * {
             * case DynamicBooleanValueType.IsGrounded:
             *      return Creature.Move.IsGrounded;
             * case DynamicBooleanValueType.Deadlocked:
             *      return Creature.Move.Deadlocked;
             * case DynamicBooleanValueType.MovePositionReached:
             *      return Creature.Move.MovePositionReached;
             * case DynamicBooleanValueType.TargetMovePositionReached:
             *      return Creature.Move.TargetMovePositionReached;
             * case DynamicBooleanValueType.MovePositionUpdateRequired:
             *      return Creature.Move.MovePositionUpdateRequired;
             * case DynamicBooleanValueType.IsJumping:
             *      return Creature.Move.IsJumping;
             *
             *
             * }*/

            return(false);
        }