public void cbStartUsingSkill(Object target, params object[] args) { //If this is a proper skill, then update the character portrait to an acting one if (((Skill)args[0]).skillslot != null) { statePortrait = PortraitState.ACTING; SetPortrait(); } }
public void UpdateRecoil() { if (bRecoiling == false) { return; } fCurRecoilTime += ContTime.Get().fDeltaTime; goPortrait.transform.localPosition += fRecoilSpeed * v3RecoilDirection * ContTime.Get().fDeltaTime; //Debug.Log("x coord is " + goPortrait.transform.localPosition.x); //If we've moved past the left boundary if (v3RecoilDirection.x >= 0 && goPortrait.transform.localPosition.x >= v3BasePosition.x + fMaxRecoilDistance) { //Make sure we don't move too far past the edge goPortrait.transform.localPosition = new Vector3 (v3BasePosition.x + fMaxRecoilDistance, goPortrait.transform.localPosition.y, goPortrait.transform.localPosition.z); //Reverse the direction v3RecoilDirection *= -1; //Debug.Log("reversing"); } else if (v3RecoilDirection.x < 0 && goPortrait.transform.localPosition.x <= v3BasePosition.x - fMaxRecoilDistance) { //Make sure we don't move too far past the edge goPortrait.transform.localPosition = new Vector3 (v3BasePosition.x - fMaxRecoilDistance, goPortrait.transform.localPosition.y, goPortrait.transform.localPosition.z); //Reverse the direction v3RecoilDirection *= -1; //Debug.Log("reversing"); } if (fCurRecoilTime > fMaxRecoilTime) { //Debug.Log(mod.sName + " is ending recoil"); bRecoiling = false; fCurRecoilTime = 0f; //Ensure the position is now equal to the original base position goPortrait.transform.localPosition = v3BasePosition; //And reset our state back to idle statePortrait = PortraitState.IDLE; SetPortrait(); } }
public void cbOnInjured(Object target, params object[] args) { //First, double check that we're actually losing health if ((int)args[0] >= 0) { return; } statePortrait = PortraitState.INJURED; SetPortrait(); }
public async Task changeToHuman() { switch (currentState) { case PortraitState.CPU: await cursor.changeController(); await cursor.changeController(); break; case PortraitState.NA: await cursor.changeController(); break; default: break; } currentState = PortraitState.CPU; }
public MeleePortrait(DolphinAsyncController controller, int player) { this.controller = controller; this.cursor = new MeleeCharacterCursor(controller, player); this.currentState = PortraitState.NA; }
public void cbStopUsingSkill(Object target, params object[] args) { statePortrait = PortraitState.IDLE; SetPortrait(); }