shuriken can now be thrown jumping animtions jumping animations timing state machine changes start of online integration
56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Reset.Items;
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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("Sends a named event as a string to the current weapon's WeaponActor.")]
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public class SendWeaponActorEvent : ActionTask<Transform>{
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public BBParameter<string> weaponEvent;
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protected override string info{
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get{ return $"Send weapon event <b>{weaponEvent.value}</b>"; }
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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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actor.DoWeaponEvent(weaponEvent.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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} |