Beispiel #1
0
KVOID Kylin::BaseAI::Tick( KFLOAT fElapsed )
{
	KBOOL bRet = true;
	switch(m_eCurrState)
	{
	case AS_IDLE:
		
		bRet = false;
		if (!m_pPathway)
			bRet = Tick_Radar(fElapsed);

		if (!bRet)
			bRet = Tick_Idle(fElapsed);
		break;

	case AS_MOVE:
		
		bRet = Tick_Radar(fElapsed);
		if (!bRet)
			bRet = Tick_Move(fElapsed);
		break;

	case AS_USE_SKILL:

		Tick_UseSkill(fElapsed);
// 		if (!bRet)
// 			bRet = Tick_Move(fElapsed);

		break;

	case AS_JUMP:

		bRet = Tick_Jump(fElapsed);
		break;

	case AS_DEAD:

		bRet = Tick_Dead(fElapsed);
		break;

	case AS_FOLLOW:

		bRet = Tick_Follow(fElapsed);
		break;
	
	case AS_PURSUE:
		
		bRet = Tick_Pursue(fElapsed);
		break;

	//default:
	}

	//---------------------------------------------------------------
	if (!bRet)
	{
		m_eCurrState = AS_INVALID;
	}
}
Beispiel #2
0
VOID CObject_Bus::Tick(VOID)
{
	CObject_Dynamic::Tick();

	if(m_bMoving)
	{
		UINT uElapseTime = (UINT)(CGameProcedure::s_pTimeSystem->GetDeltaTime());
		Tick_Move(uElapseTime);
	}

	UpdatePassengerAttached();
}