1
This commit is contained in:
@@ -39,10 +39,13 @@ namespace BITFALL.Guns.States
|
||||
case Equip:
|
||||
break;
|
||||
default:
|
||||
PlayAnimation();
|
||||
OnMovementStateChanged(null, _entityMovement.CurrentState);
|
||||
if (_entityMovement.CurrentState is IPlayerWalkState)
|
||||
PlayAnimation();
|
||||
else
|
||||
OnMovementStateChanged(null, _entityMovement.CurrentState);
|
||||
break;
|
||||
}
|
||||
|
||||
_selector.OnActive += OnActive;
|
||||
boltActionImmediately = root.RequireBolt;
|
||||
|
||||
@@ -123,13 +126,18 @@ namespace BITFALL.Guns.States
|
||||
_expectRun = newState is IPlayerRunState or IPlayerSprintState;
|
||||
if (newState is IPlayerSlideState)
|
||||
{
|
||||
root.TransitionState<Movement>();
|
||||
PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Slide)).ToArray());
|
||||
if (root.CurrentState != this)
|
||||
root.TransitionState<Movement>();
|
||||
PlayAnimation(BITConstant.Player.Slide);
|
||||
//root.animator.CrossFade(BITConstant.Player.Slide, 0.32f);
|
||||
}else if (newState is IPlayerDodgeState)
|
||||
}
|
||||
else if (newState is IPlayerDodgeState)
|
||||
{
|
||||
PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Dodge)).ToArray());
|
||||
}else if (Enabled)
|
||||
if (root.CurrentState != this)
|
||||
root.TransitionState<Movement>();
|
||||
PlayAnimation(BITConstant.Player.Dodge);
|
||||
}
|
||||
else if (Enabled)
|
||||
{
|
||||
switch (newState)
|
||||
{
|
||||
@@ -172,7 +180,11 @@ namespace BITFALL.Guns.States
|
||||
else if(_expectRun == false)
|
||||
{
|
||||
root.TransitionState<Movement>();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
currentState.Speed = _entityMovement.LocomotionBasedVelocity.GetLength() / _entityMovement.ReferenceSpeed;
|
||||
}
|
||||
}
|
||||
private void OnAim(InputAction.CallbackContext context)
|
||||
{
|
||||
@@ -194,8 +206,9 @@ namespace BITFALL.Guns.States
|
||||
private ExpectState<bool> _expectSprint;
|
||||
public override void OnStateEntry(IState old)
|
||||
{
|
||||
base.OnStateEntry(old);
|
||||
//root.animator.CrossFade(BITConstant.Player.Sprint, 0.32f);
|
||||
PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Sprint)).ToArray());
|
||||
//PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Sprint)).ToArray());
|
||||
|
||||
root.inputActionGroup.RegisterCallback(root.aimAction, OnAim);
|
||||
}
|
||||
@@ -209,6 +222,10 @@ namespace BITFALL.Guns.States
|
||||
{
|
||||
root.TransitionState<Movement>();
|
||||
}
|
||||
else
|
||||
{
|
||||
currentState.Speed = _entityMovement.LocomotionBasedVelocity.GetLength() / _entityMovement.ReferenceSpeed;
|
||||
}
|
||||
}
|
||||
private void OnAim(InputAction.CallbackContext context)
|
||||
{
|
||||
@@ -227,17 +244,19 @@ namespace BITFALL.Guns.States
|
||||
{
|
||||
public override void OnStateEntry(IState old)
|
||||
{
|
||||
switch (old)
|
||||
{
|
||||
case IPlayerRunState:
|
||||
case IPlayerSprintState:
|
||||
//root.animator.CrossFade(BITConstant.Player.Aim, 0.32f);
|
||||
PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
|
||||
break;
|
||||
default:
|
||||
PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
|
||||
break;
|
||||
}
|
||||
// switch (old)
|
||||
// {
|
||||
// case IPlayerRunState:
|
||||
// case IPlayerSprintState:
|
||||
// //root.animator.CrossFade(BITConstant.Player.Aim, 0.32f);
|
||||
// PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
|
||||
// break;
|
||||
// default:
|
||||
// PlayAnimation(root.SearchKey.Append(nameof(BITConstant.Player.Aim)).ToArray());
|
||||
// break;
|
||||
// }
|
||||
base.OnStateEntry(old);
|
||||
|
||||
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
|
||||
|
||||
_entityMovement.ExecuteCommand(new PlayerLimitMoveSpeedCommand()
|
||||
@@ -267,6 +286,8 @@ namespace BITFALL.Guns.States
|
||||
root.Fire();
|
||||
}
|
||||
|
||||
equipService.Aim = currentState.Weight;
|
||||
|
||||
if (BITAppForUnity.AllowCursor)
|
||||
{
|
||||
root.TransitionState<Movement>();
|
||||
@@ -351,7 +372,7 @@ namespace BITFALL.Guns.States
|
||||
public override void OnStateEntry(IState old)
|
||||
{
|
||||
base.OnStateEntry(old);
|
||||
|
||||
|
||||
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
|
||||
|
||||
if (root.RequireBolt)
|
||||
|
Reference in New Issue
Block a user