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@@ -29,6 +29,8 @@ namespace BITFALL.Guns.States
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private bool boltActionImmediately;
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private AnimancerState inspectState;
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private AnimancerState crouchState;
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public override void OnStateEntry(IState old)
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{
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switch (old)
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@@ -38,6 +40,7 @@ namespace BITFALL.Guns.States
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break;
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default:
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PlayAnimation();
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OnMovementStateChanged(null, _entityMovement.CurrentState);
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break;
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}
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_selector.OnActive += OnActive;
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@@ -113,7 +116,7 @@ namespace BITFALL.Guns.States
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public void OnActive(ISelectable selectable)
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{
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//root.animator.Play(BITConstant.Player.Interactive);
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Interactive)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Interactive)).ToArray());
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}
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public override void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
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{
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@@ -121,11 +124,22 @@ namespace BITFALL.Guns.States
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if (newState is IPlayerSlideState)
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{
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root.TransitionState<Movement>();
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Slide)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Slide)).ToArray());
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//root.animator.CrossFade(BITConstant.Player.Slide, 0.32f);
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}else if (Enabled && newState is IPlayerDodgeState)
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}else if (newState is IPlayerDodgeState)
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{
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Dodge)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Dodge)).ToArray());
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}else if (Enabled)
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{
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switch (newState)
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{
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case IPlayerCrouchState:
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Crouch)).ToArray());
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break;
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case IPlayerMovementState:
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PlayAnimation();
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break;
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}
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}
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}
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}
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@@ -136,7 +150,7 @@ namespace BITFALL.Guns.States
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private ExpectState<bool> _expectSprint;
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public override void OnStateEntry(IState old)
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{
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Run)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Run)).ToArray());
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root.inputActionGroup.RegisterCallback(root.aimAction, OnAim);
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}
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@@ -181,7 +195,7 @@ namespace BITFALL.Guns.States
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public override void OnStateEntry(IState old)
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{
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//root.animator.CrossFade(BITConstant.Player.Sprint, 0.32f);
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Sprint)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Sprint)).ToArray());
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root.inputActionGroup.RegisterCallback(root.aimAction, OnAim);
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}
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@@ -218,10 +232,10 @@ namespace BITFALL.Guns.States
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case IPlayerRunState:
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case IPlayerSprintState:
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//root.animator.CrossFade(BITConstant.Player.Aim, 0.32f);
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
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break;
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default:
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PlayAnimation(SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
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PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
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break;
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}
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_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
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