using System; using Unity.VisualScripting; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.UIElements; using static CECNPC; public class CECModel { private const uint COMACT_FLAG_MODE_NONE = 0; public void ClearComActFlag(bool bSignalCurrent) { ClearComActFlag(0, bSignalCurrent); } public void ClearComActFlag(int nChannel, bool bSignalCurrent) { /* ChannelAct & ca = m_ChannelActs[nChannel]; ChannelActNode* pNode = ca.GetHighestRankNode(); if (pNode) { if (pNode->m_pActFlag && bSignalCurrent) *pNode->m_pActFlag = true; //ca.m_dwFlagMode = COMACT_FLAG_MODE_NONE; pNode->m_pActFlag = NULL; }*/ } public bool QueueAction(CECNPC.INFO iNFO, string szActName, ref bool pNewActFlag, int nTransTime = 200, uint dwUserData = 0, bool bForceStopPrevAct = false, bool bCheckTailDup = false, bool bNoFx = false, bool bResetSpeed = false /*joslian*/, bool bResetActFlag = false, uint dwNewFlagMode = COMACT_FLAG_MODE_NONE) { QueueAction(iNFO,0, szActName, ref bResetActFlag, nTransTime, dwUserData, bForceStopPrevAct, bCheckTailDup, bNoFx, bResetSpeed/*joslian*/, pNewActFlag, dwNewFlagMode); return true; } public bool QueueAction(CECNPC.INFO iNFO, int nChannel, string szActName, ref bool pNewActFlag, int nTransTime, uint dwUserData/* 0 */, bool bForceStopPrevAct, bool bCheckTailDup, bool bNoFx, bool bResetSpeed /*joslian*/, bool bResetActFlag, uint dwNewFlagMode) { EventBus.PublishChannel(iNFO.nid, new QueueActionEvent(szActName, ref pNewActFlag, false)); return true; } } // Action channel public enum ActionChannel { ACTCHA_WOUND = 1, };