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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61
Assets/Scripts/Units/Graph Tasks/SetWeaponActorVariable.cs
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61
Assets/Scripts/Units/Graph Tasks/SetWeaponActorVariable.cs
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using System;
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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("Set an existing or new weapon actor variable to the defined value.")]
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public class SetWeaponActorVariable : ActionTask<Transform>{
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public BBParameter<string> variable;
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public BBParameter<object> value;
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protected override string info{
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get{ return $"Set weapon variable <b>{variable.value}</b> == <i>{value.name}</i>"; }
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}
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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WeaponActor actor = agent.GetComponent<WeaponActor>();
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if (actor == null) {
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Debug.LogError("No WeaponActor was found on this player.");
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EndAction(false);
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}
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try {
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actor.RegisterWeaponVariable(variable.value, value.value);
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} catch (Exception e) {
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Debug.LogError($"Failed to set weapon variable '{variable.value}': {e.Message} ");
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EndAction(false);
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}
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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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