示例#1
0
        protected override bool Run()
        {
            Resurrect.Definition definition = base.InteractionDefinition as Resurrect.Definition;
            Sim actor  = this.Actor;
            Sim target = this.Target;

            this.Target.InteractionQueue.CancelAllInteractions();
            {
                this.Actor.RouteTurnToFace(this.Target.Position);
                this.Target.RouteTurnToFace(this.Actor.Position);
                base.StandardEntry();
                base.AcquireStateMachine("VampireHunt");
                base.EnterStateMachine("VampireHunt", "Enter", "x");
                base.SetActor("x", this.Actor);
                base.AnimateSim("Hunt Loop");
                OthersResurrect.GhostToSim(this.Actor, this.Target);
                base.AnimateSim("Exit");
                base.StandardExit();
                {
                    OthersResurrect.SetResurrectMoodlets();
                    OthersResurrect.setSkillPoints(this.Actor);
                    Simulator.Sleep(50u);
                }
            }
            return(true);
        }
示例#2
0
        protected override bool Run()
        {
            ResurrectFromGrave.Definition definition = base.InteractionDefinition as ResurrectFromGrave.Definition;
            Sim        actor    = this.Actor;
            GameObject urnstone = this.Target;

            {
                this.Actor.RouteToPoint(this.Target.Position);
                base.StandardEntry();
                base.AcquireStateMachine("VampireHunt");
                base.EnterStateMachine("VampireHunt", "Enter", "x");
                base.SetActor("x", this.Actor);
                base.AnimateSim("Hunt Loop");
                base.StandardExit();
                {
                    OthersResurrect.SetResurrectMoodletsToUrnstone();
                    OthersResurrect.setSkillPoints(this.Actor);
                }
            }
            return(true);
        }