feat: more combat tweaks
shuriken can now be thrown jumping animtions jumping animations timing state machine changes start of online integration
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50
Assets/Scripts/Units/Graph Tasks/GetWeaponActorVariable.cs
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50
Assets/Scripts/Units/Graph Tasks/GetWeaponActorVariable.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace Reset.Items {
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[Category("Reset/Combat")]
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[Description("Retrieve the valule of a weapon actor variable")]
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public class GetWeaponActorVariable<T> : ActionTask<Transform>{
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public BBParameter<string> variable;
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public BBParameter<T> saveValueTo;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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WeaponActor actor = agent.GetComponent<WeaponActor>();
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if (!actor) {
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Debug.LogError($"No weapon actor variable found on this player. Cannot check for value of {variable.value}.", agent);
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EndAction(false);
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}
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saveValueTo.value = (T)actor.weaponVariables[variable.value];
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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