protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(10000d, actionCommand, CommandEnabled); break; case 1: CurSequenceAction = new WaitSeqAction(EggWait); break; default: //If there are no more eggs to throw, switch to the end if (EggsToThrow <= 0) { ChangeSequenceBranch(SequenceBranch.End); } else { //Throw an egg, then wait ThrowEgg(); EggsToThrow--; CurSequenceAction = new WaitSeqAction(500d); } break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(0d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: User.AnimManager.PlayAnimation(WindupAnimName); StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(1500f, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: User.AnimManager.PlayAnimation(AnimationGlobals.WattBattleAnimations.WattElectricChargeName); StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: //Start the action command and wait for it StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(NoCommandRunDur, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: User.AnimManager.PlayAnimation(AnimationGlobals.ShelledBattleAnimations.ShellSpinName, true); double animLength = User.AnimManager.GetAnimationFrameLength(AnimationGlobals.ShelledBattleAnimations.ShellSpinName); StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(animLength, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: if (SecondPart == false) { base.SequenceMainBranch(); } else { //Update the current targets on the second part if (TJAction != null) { CurTargets = TJAction.GetAerialTargets; } else { Debug.LogWarning($"{Action.Name} is not of type {nameof(TornadoJump)} in {nameof(TornadoJumpSequence)}!"); } //Target the entities here for (int i = 0; i < CurTargets.Length; i++) { CurTargets[i].TargetForMove(User); } StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(2000d, actionCommand, CommandEnabled); } break; case 1: if (SecondPart == false) { base.SequenceMainBranch(); } break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: //1. Start Art Attack's Action Command //2. Start drawing //3. For each circle completed, a response will be sent down with the bounding box, then go to the Success branch //4. Go back to this branch and restart the command StartActionCommandInput(); CurSequenceAction = new WaitForCommandSeqAction(0d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: Vector2 pos = new Vector2(BattleManager.Instance.GetPositionInFront(EntitiesAffected[0], User.EntityType == Enumerations.EntityTypes.Player).X, User.Position.Y); StartActionCommandInput(); CurSequenceAction = new MoveToSeqAction(pos, MoveDur); break; case 1: User.AnimManager.PlayAnimation(AnimationGlobals.WattBattleAnimations.WattElectricChargeName); CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: //Start the Action Command if it's enabled //If not enabled, make it succeed automatically if (CommandEnabled == true) { actionCommand.StartInput(); } else { OnCommandSuccess(); } CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }
protected override void SequenceMainBranch() { switch (SequenceStep) { case 0: //If the Action Command is enabled, start its input. Otherwise, Tattle automatically succeeds //Goombario's Tattle doesn't have an Action Command while Goombella's does if (CommandEnabled == true) { //Send in their actual draw position actionCommand.StartInput(EntitiesAffected[0].DrawnPosition); } else { OnCommandSuccess(); } CurSequenceAction = new WaitForCommandSeqAction(500d, actionCommand, CommandEnabled); break; default: PrintInvalidSequence(); break; } }