private void OnExitState()
 {
     BowController.State state = this.m_State;
     if (state == BowController.State.AimLoop)
     {
         Player.Get().StopShake(0.5f);
         Player.Get().StopAim();
         this.m_MaxAim = false;
     }
 }
 private void SetState(BowController.State state)
 {
     if (this.m_State == state)
     {
         return;
     }
     this.OnExitState();
     this.m_State          = state;
     this.m_EnterStateTime = Time.time;
     this.OnEnterState();
 }
Beispiel #3
0
 public override void GetInputActions(ref List <int> actions)
 {
     BowController.State state = this.m_State;
     if (state != BowController.State.Idle)
     {
         if (state == BowController.State.AimLoop)
         {
             actions.Add(16);
         }
     }
     else if (this.m_Arrow != null)
     {
         actions.Add(14);
     }
 }
 private void OnEnterState()
 {
     BowController.State state = this.m_State;
     if (state != BowController.State.AimLoop)
     {
         if (state == BowController.State.Shot)
         {
             this.m_ShotSetStateTime = Time.time;
             this.Shot();
             return;
         }
     }
     else
     {
         this.StartShake();
         Player.Get().StartAim(Player.AimType.Bow, 9f);
     }
 }
Beispiel #5
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 private void SetState(BowController.State state)
 {
     this.m_State          = state;
     this.m_EnterStateTime = Time.time;
 }