71 lines
1.6 KiB
C#
71 lines
1.6 KiB
C#
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// ***********************************************************************
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// Assembly : Game
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// Author : Kimch
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// Created : 2020-09-02
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// Description :
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// Last Modified By :
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// Last Modified On :
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// ***********************************************************************
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// <copyright file= "Stat_IdleAction" company="Kimch"></copyright>
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// <summary></summary>
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// ***********************************************************************
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using System.Collections.Generic;
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using UnityEngine;
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namespace G
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{
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/// <summary>
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///
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/// </summary>
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public class Stat_ReviveAction : Stat_BaseAction
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{
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private bool end;
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public Stat_ReviveAction(Stat_StateManager statMgr)
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: base(statMgr)
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{
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}
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public override bool Enter(Dictionary<string, object> param, bool clearDelegates = false)
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{
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base.Enter(param, clearDelegates);
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m_char.StopAnimation();
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Vector3 curPos = (Vector3)param["pos"];
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m_char.position = (curPos);
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string aniName = (string)param["aniName"];
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//m_curAniLength = m_char.PlayAnimation(aniName);
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if (m_curAniLength == -1f)
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{
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return false;
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}
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m_statMgr.AddTimer(m_curAniLength, AnimationEnd_CB);
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m_char.SetColliderEnabled(true);
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end = false;
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return true;
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}
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public override bool CanTransition(enStat stat)
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{
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if (stat == enStat.STAT_ACTION_DEAD)
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{
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return true;
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}
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//if (MonoInstancePool.getInstance<GuideLocalData>().curGuideModule == 0)
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//{
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// return true;
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//}
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if (!end)
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{
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return false;
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}
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return true;
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}
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protected virtual bool AnimationEnd_CB(object[] param)
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{
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end = true;
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return SetCurActionState(enStat.STAT_ACTION_IDLE);
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}
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}
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}
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