public override float GetDynamicFloatValue(DynamicFloatValueType _type) { switch (_type) { case DynamicFloatValueType.MoveForwardSpeed: return(Creature.Move.MoveSpeed); case DynamicFloatValueType.MoveAngularSpeed: return(Creature.Move.MoveAngularSpeed); case DynamicFloatValueType.MoveAngularSpeedLimited: return(Creature.Move.MoveAngularSpeedLimited); case DynamicFloatValueType.MoveDirection: return(Creature.Move.MoveDirectionAngle); case DynamicFloatValueType.FallSpeed: return(Creature.Move.FinalMoveVelocity.y); case DynamicFloatValueType.Altitude: return(Creature.Move.Altitude); case DynamicFloatValueType.AbsoluteAltitude: return(Creature.Move.AbsoluteAltitude); case DynamicFloatValueType.MovePositionDistance: return(Creature.Move.MovePositionDistance); case DynamicFloatValueType.TargetMovePositionDistance: return(Creature.Move.TargetMovePositionDistance); } return(0); }
public virtual float GetDynamicFloatValue(DynamicFloatValueType _type) { /* * switch( _type ) * { * case DynamicFloatValueType.ForwardSpeed: * return MoveForwardVelocity; * case DynamicFloatValueType.AngularSpeed: * return MoveAngularVelocity; * case DynamicFloatValueType.Direction: * return MoveDirection; * * case DynamicFloatValueType.FallSpeed: * return Creature.Move.FallSpeed; * * case DynamicFloatValueType.Altitude: * return MoveAltitude; * case DynamicFloatValueType.AbsoluteAltitude: * return MoveAbsoluteAltitude; * * case DynamicFloatValueType.MovePositionDistance: * return Creature.Move.MovePositionDistance; * }*/ return(0); }