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